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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Wolfman
C C P C C P Alliance
1063
|
Posted - 2013.08.14 05:59:00 -
[1] - Quote
Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
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Logi Bro
Greatness Achieved Through Training EoN.
2043
|
Posted - 2013.08.14 06:01:00 -
[2] - Quote
Whoa, bombshell......gimme a second to write something up. You get a +1 sir. |
Necandi Brasil
Conspiratus Immortalis Covert Intervention
272
|
Posted - 2013.08.14 06:03:00 -
[3] - Quote
Update? When? |
Heathen Bastard
Kang Lo Directorate Gallente Federation
470
|
Posted - 2013.08.14 06:04:00 -
[4] - Quote
this makes my heavy ass happier than free bacon and candy day. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1213
|
Posted - 2013.08.14 06:07:00 -
[5] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
HONOUR TO THE WOLFMAN.
He should be an Amarrian sait by now....
* Throws Honeyed Lamb outside Wolfmans cave*
"Best Dev ever!" |
Patrick57
GunFall Mobilization Covert Intervention
37
|
Posted - 2013.08.14 06:08:00 -
[6] - Quote
Nice. Can't wait for the armor plates (I'm an armor tanker). |
XiBravo
TeamPlayers EoN.
151
|
Posted - 2013.08.14 06:10:00 -
[7] - Quote
The high strafe speed coupled with the sluggish aim and hit detection issues make some players near impossible to kill. I slower strafe may fix some of these issues. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
165
|
Posted - 2013.08.14 06:10:00 -
[8] - Quote
Oooo yeaa, as a Dual tanker, I like the new armor plate stats, less speed penalty mmm mmmm |
Repe Susi
Rautaleijona Top Men.
574
|
Posted - 2013.08.14 06:12:00 -
[9] - Quote
CommanderBolt wrote:Oooo yeaa, as a Dual tanker, I like the new armor plate stats, less speed penalty mmm mmmm
Samesies!
This is good news. |
Vrain Matari
ZionTCD
685
|
Posted - 2013.08.14 06:13:00 -
[10] - Quote
Damn fine news from the Wolfman. =) |
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Pandora Mars
Afterlife Overseers
193
|
Posted - 2013.08.14 06:13:00 -
[11] - Quote
Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
289
|
Posted - 2013.08.14 06:14:00 -
[12] - Quote
So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast |
Vin Vicious
Capital Acquisitions LLC
249
|
Posted - 2013.08.14 06:15:00 -
[13] - Quote
Holy **** complex 148 ? LOL gg shields gg
Ima be miss Cleo here and predict forum armor OP threads the like of which we've never seen |
Killar-12
The Corporate Raiders
546
|
Posted - 2013.08.14 06:17:00 -
[14] - Quote
And the Armor tankers rejoice... |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1215
|
Posted - 2013.08.14 06:18:00 -
[15] - Quote
Killar-12 wrote:And the Armor tankers rejoice... We do. It will soon be our age to teach the dirty shield tankers how terrify armour can be and how wrong they were! |
calvin b
Molon Labe. League of Infamy
291
|
Posted - 2013.08.14 06:19:00 -
[16] - Quote
YES YES YES i am so happy I can really use my tanking suit now. Look the F out because heavies are finally going to be relevant. I also fear there will be a plethora of OP talks about heavies after this. Again TY so much for making Armor more relevant. Now I can dust off my Proto Heavy and lay down some serious collateral damage. If you could adjust my HMG by 20 more meters and call it my birthday and Christmas all in one I would be stupid happy |
TunRa
The Vanguardians
45
|
Posted - 2013.08.14 06:19:00 -
[17] - Quote
Let me say what will be said ONE day after this is released... "ARMOR OP! /SHIELDS UP! /My AR lost to a HEAVY??!?!? /Heavy OP!" |
Keri Starlight
Psygod9
84
|
Posted - 2013.08.14 06:20:00 -
[18] - Quote
Fun? How is insane strafing exactly fun?
Glad to hear it's being reduced of 10% |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1215
|
Posted - 2013.08.14 06:20:00 -
[19] - Quote
TunRa wrote:Let me say what will be said ONE day after this is released... "ARMOR OP! /SHIELDS UP! /My AR lost to a HEAVY??!?!? /Heavy OP!" We shall end dirty complaints with us!
join us brother. Join the New Order! |
Smoky Fingers
Red Star. EoN.
122
|
Posted - 2013.08.14 06:20:00 -
[20] - Quote
Can't wait!! Looks like ima be adjusting my fittings to suit those new yummy complex plates that is , after i spend 750k sp saved up from my get new dropsuit pool (dammit) to get to lvl v. |
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Killar-12
The Corporate Raiders
546
|
Posted - 2013.08.14 06:21:00 -
[21] - Quote
Sticky this thread... |
Bleeding Knight
Sardaukar Merc Guild General Tso's Alliance
24
|
Posted - 2013.08.14 06:31:00 -
[22] - Quote
The armor penalty is to little. If shield get a penalty they should get a buff. |
Lance 2ballzStrong
SyNergy Gaming EoN.
3372
|
Posted - 2013.08.14 06:32:00 -
[23] - Quote
Bleeding Knight wrote:The armor penalty is to little. If shield get a penalty they should get a buff.
lol shields need a buff.... gtfo |
Magnus Amadeuss
DUST University Ivy League
7
|
Posted - 2013.08.14 06:34:00 -
[24] - Quote
CCP Wolfman:
I just wanted to know
1) Are commando suits priced how they should be or is this a mistake? *basic cost the same as most advaanced suits, and much more than the sentitnel aswell
2) Is the amarrian trade-off working as intended? *one slot sacrificed for a 30 HP gain? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3130
|
Posted - 2013.08.14 06:38:00 -
[25] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Because there's absolutely no disadvantage to using them. You can stack 4 of them together and you don't get penalized.
However, armor plating requires you to sacrifice movement speed.
Honestly, I still think it would be better to have the plates affect acceleration, so you just take a little longer to reach full movement speed, but this is nice too. |
gargantuise aaron
Sanguine Knights
46
|
Posted - 2013.08.14 06:41:00 -
[26] - Quote
Before you make extenders give a delay keep in mind flux grenades if your going to nerf them at all nerf the flux aswell |
Robocop Junior
The Surrogates Of War
180
|
Posted - 2013.08.14 06:42:00 -
[27] - Quote
I gotta stiffy:D |
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CCP Wolfman
C C P C C P Alliance
1070
|
Posted - 2013.08.14 06:45:00 -
[28] - Quote
FLAYLOCK Steve wrote:So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast
Not at the same speed, at 90% of the max run (not sprint) speed of the dropsuit you are using. We're hoping to give the scouts some love in 1.5 but the vehicle rebalance is our priority so keep your fingers croseed we have time.
|
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LoveNewlooy
Black Phoenix Mercenaries
49
|
Posted - 2013.08.14 06:46:00 -
[29] - Quote
now i can be twice as strong as b4 becasue this buff thank CCP =D
but ccp can u reduce PG at proto level, they cost 12 pg is way too much.. all other proto module only like 8-9 but armor plate is like 12 x.x |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5393
|
Posted - 2013.08.14 06:47:00 -
[30] - Quote
Mobius Wyvern wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Because there's absolutely no disadvantage to using them. You can stack 4 of them together and you don't get penalized. However, armor plating requires you to sacrifice movement speed. Honestly, I still think it would be better to have the plates affect acceleration, so you just take a little longer to reach full movement speed, but this is nice too.
Also shield auto-regen without modules, and at a much highr rate than armor modules can repair also. |
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Zatara Rought
TeamPlayers EoN.
796
|
Posted - 2013.08.14 06:48:00 -
[31] - Quote
HOLY ****! I'M ABOUT TO BE RELEVANT! GALLENTE LOGIBRO'S FOREVER! |
Pandora Mars
Afterlife Overseers
194
|
Posted - 2013.08.14 06:48:00 -
[32] - Quote
Mobius Wyvern wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Because there's absolutely no disadvantage to using them. You can stack 4 of them together and you don't get penalized. However, armor plating requires you to sacrifice movement speed. Honestly, I still think it would be better to have the plates affect acceleration, so you just take a little longer to reach full movement speed, but this is nice too.
As I said, you get 85 HP from one updated plate and 22 HP from one extender at STD level. So the fact you don't get penalized is balanced now. |
Tank Missile
Edimmu Warfighters Gallente Federation
0
|
Posted - 2013.08.14 06:50:00 -
[33] - Quote
Good stuff, not enough responses. STICKY THIS WOLFMAN. |
Zatara Rought
TeamPlayers EoN.
796
|
Posted - 2013.08.14 06:51:00 -
[34] - Quote
LoveNewlooy wrote:now i can be twice as strong as b4 becasue this buff thank CCP =D
but ccp can u reduce PG at proto level, they cost 12 pg is way too much.. all other proto module only like 8-9 but armor plate is like 12 x.x
No keep the pg otherwise Armor tanking will be OP...when does 1.4 drop? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1216
|
Posted - 2013.08.14 06:52:00 -
[35] - Quote
Bleeding Knight wrote:The armor penalty is to little. If shield get a penalty they should get a buff. You are shitting me right.... spend 7 months as the inferior tanking type then you have the right to QQ |
Himiko Kuronaga
SyNergy Gaming EoN.
1215
|
Posted - 2013.08.14 06:53:00 -
[36] - Quote
This is what I would call an over-the-top buff.
Exactly the type of thing every specialization needs. GG Wolfman, I approve. |
BGoat
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.08.14 07:02:00 -
[37] - Quote
I like this. It's definitely NOT over the top, but it gives some love to armor tankers. I run 3 basic plates and a complex repper, so this is really just a small 60 HP buff to my suit while allowing me to move a little faster. Keep in mind that just because armor plate HPs have been given buffs, it doesn't mean people are going to be able to just throw 3 or 4 complex plates on their suit without having to seriously sacrifice in other areas. They still cost the same CPU/PG to fit. |
Echoist
Fenrir's Wolves RUST415
57
|
Posted - 2013.08.14 07:02:00 -
[38] - Quote
I think the shield delay is a great idea, and would defenitely help stop people from getting ridiculous amounts of health. I'd say great job with this coming update and i believe dust is starting to get out of the ditch its in. My only concern would be the reactive plates, maybe us armor tankers could get the chance at putting them in our high slots? Purrty purrty please. Other than that thank you for your hard work and dedication. |
LoveNewlooy
Black Phoenix Mercenaries
49
|
Posted - 2013.08.14 07:05:00 -
[39] - Quote
Zatara Rought wrote:LoveNewlooy wrote:now i can be twice as strong as b4 becasue this buff thank CCP =D
but ccp can u reduce PG at proto level, they cost 12 pg is way too much.. all other proto module only like 8-9 but armor plate is like 12 x.x No keep the pg otherwise Armor tanking will be OP...when does 1.4 drop? how that op when armor plate eat up like half of gp on proto heavy. heavy cant even use proto nadas or other gear when they use their proto HMG |
Himiko Kuronaga
SyNergy Gaming EoN.
1218
|
Posted - 2013.08.14 07:12:00 -
[40] - Quote
BGoat wrote:I like this. It's definitely NOT over the top, but it gives some love to armor tankers. I run 3 basic plates and a complex repper, so this is really just a small 60 HP buff to my suit while allowing me to move a little faster. Keep in mind that just because armor plate HPs have been given buffs, it doesn't mean people are going to be able to just throw 3 or 4 complex plates on their suit without having to seriously sacrifice in other areas. They still cost the same CPU/PG to fit.
I do it currently and I move like a snail. It's basically what the sentinel suit was built for.
What Wolfman is doing is giving me a sharp HP boost, AND increasing my movement speed in more than one area.
But we can disagree on whether or not it's over the top. Either way, we're both diggin it, so who cares? |
|
Hi-only-me-again
Planetary Response Organization Test Friends Please Ignore
122
|
Posted - 2013.08.14 07:13:00 -
[41] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Wolfman are the repair rates staying the same on the reactive plates or are these going to get a slight buff also?
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1852
|
Posted - 2013.08.14 07:15:00 -
[42] - Quote
Same question as the last guy: did you change the repair rates on reactive? You didn't list that stat. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1222
|
Posted - 2013.08.14 07:23:00 -
[43] - Quote
I'll look for it but I think Cat merc confirmed that Rep rate are getting a boost, I'll post back when I find out. |
Supernus Gigas
Art of Assassination
2
|
Posted - 2013.08.14 07:23:00 -
[44] - Quote
LoveNewlooy wrote:Zatara Rought wrote:LoveNewlooy wrote:now i can be twice as strong as b4 becasue this buff thank CCP =D
but ccp can u reduce PG at proto level, they cost 12 pg is way too much.. all other proto module only like 8-9 but armor plate is like 12 x.x No keep the pg otherwise Armor tanking will be OP...when does 1.4 drop? how that op when armor plate eat up like half of gp on proto heavy. heavy cant even use proto nadas or other gear when they use their proto HMG
You don't need to use proto/complex everything, you know. Sometimes you can't be lord death of murder mountain rocking proto/complex everything. Use an advanced grenade, or maybe use an advanced sidearm rather than a proto. Sometimes you have to make sacrifices to make your dropsuits work. |
Sgt Kirk
SyNergy Gaming EoN.
1071
|
Posted - 2013.08.14 07:23:00 -
[45] - Quote
BROTHERS IT'S BEEN TOO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1222
|
Posted - 2013.08.14 07:26:00 -
[46] - Quote
Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden. |
LoveNewlooy
Black Phoenix Mercenaries
49
|
Posted - 2013.08.14 07:27:00 -
[47] - Quote
True Adamance wrote:Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden.
long live Gallente =D |
Sgt Kirk
SyNergy Gaming EoN.
1071
|
Posted - 2013.08.14 07:27:00 -
[48] - Quote
True Adamance wrote:Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden. I choose the fastest of the two races. |
Zatara Rought
TeamPlayers EoN.
800
|
Posted - 2013.08.14 07:29:00 -
[49] - Quote
LoveNewlooy wrote:Zatara Rought wrote:LoveNewlooy wrote:now i can be twice as strong as b4 becasue this buff thank CCP =D
but ccp can u reduce PG at proto level, they cost 12 pg is way too much.. all other proto module only like 8-9 but armor plate is like 12 x.x No keep the pg otherwise Armor tanking will be OP...when does 1.4 drop? how that op when armor plate eat up like half of gp on proto heavy. heavy cant even use proto nadas or other gear when they use their proto HMG
/shrug cubs can fit **** just fine. It needs to have the pg CPU problems so heavies don't run around with 4 complex plates and a damage mod and have a boundless to boot. Fitting problems affect everyone. Keep the old plates if you want to cut pg/CPU costs. I'm gallente I know it's sucked, but I don't want them to make it op |
Omareth Nasadra
QcGOLD
31
|
Posted - 2013.08.14 07:34:00 -
[50] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? you forgot most weapon got a damage bonus to armor, and that most suit got stupid bonus to shield regen or hp, i bet you never even tried to armor tank, shield is way better than tank atm, and any attempt to balance it should not in be the hand of ******** peep like ya, have you ever played EVE? Shield tank got an increased signature that doesn't affect mobility, they got a huge hitfuckingbox, while armor are harder to hit and slower, there should be more drawback for being a shield tank |
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1222
|
Posted - 2013.08.14 07:34:00 -
[51] - Quote
Sgt Kirk wrote:True Adamance wrote:Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden. I choose the fastest of the two races. You sneaky party animal you. |
xSaloLx
GunFall Mobilization Covert Intervention
124
|
Posted - 2013.08.14 07:35:00 -
[52] - Quote
Will you be giving a boost to the repair rate of the reactive plates? Or at least let the skill of either your armour plating or repairs help boost the repair rate. |
|
CCP Wolfman
C C P C C P Alliance
1086
|
Posted - 2013.08.14 07:38:00 -
[53] - Quote
Zeylon Rho wrote:Same question as the last guy: did you change the repair rates on reactive? You didn't list that stat.
Nopes, those are still the same. |
|
The Robot Devil
Chatelain Rapid Response Gallente Federation
842
|
Posted - 2013.08.14 07:39:00 -
[54] - Quote
Sounds good, keep it up. |
The legend345
TeamPlayers EoN.
864
|
Posted - 2013.08.14 07:40:00 -
[55] - Quote
CCP Wolfman wrote:Zeylon Rho wrote:Same question as the last guy: did you change the repair rates on reactive? You didn't list that stat. Nopes, those are still the same. Wolfy when will we start hearing about the vehicle rebalancing in 1.5? |
ladwar
Dead Six Initiative Lokun Listamenn
1133
|
Posted - 2013.08.14 07:43:00 -
[56] - Quote
thanks but can you make this thread a sticky for a while. |
steadyhand amarr
Foxhound Corporation General Tso's Alliance
1074
|
Posted - 2013.08.14 07:43:00 -
[57] - Quote
OO.....looking forward to 1.4 now my fitting just became a lot more effective |
Torr Wrath
Subdreddit Test Alliance Please Ignore
709
|
Posted - 2013.08.14 07:43:00 -
[58] - Quote
I think you are my favorite member of CCP and will remain so for quite some time. |
Dj grammer
Red Star. EoN.
27
|
Posted - 2013.08.14 07:48:00 -
[59] - Quote
Zatara Rought wrote:HOLY ****! I'M ABOUT TO BE RELEVANT! GALLENTE LOGIBRO'S FOREVER!
Fellow Minmatar LogiBro here, trust when I say I am happy as you are about this. Heavys are no longer a laughing stock , logistics that are armor heavy (gallente, amarr, and some minmatar builds) can actually have longer survivability times , faster than we are now with armor plates .
I did the math and with the new plate stats, my minmatar logistics suit can hit over 1000 EHP (403 HP shields but heavier on the armor side).
Below is my speculation with the update:
This also means that explosives had a hidden ninja nerf with this. What I mean by this is explosives may or have to do one more shot than normal to kill anyone who is armor heavy (about time ). This means that grenades may or may not one shot people as easily now, MDs need to take an extra shot now. The same goes for flaylock pistols.
I cannot wait for this update |
trollface dot jpg
The Bacon Corporation
86
|
Posted - 2013.08.14 07:51:00 -
[60] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Soo..... what you're saying is that in addition to kb/m users being able to instantly change direction with no slow down whatsoever, they will now be able to do so at 90% of run speed? Is there a -1 button anywhere? 'Cause I'm not seeing it... |
|
Breakin Stuff
Goonfeet Top Men.
1127
|
Posted - 2013.08.14 08:00:00 -
[61] - Quote
Small adjustments to plates, nothing overwhelming, but definitely a step in the right direction.
Bluntly if you guys make frequent small adjustments until armor tanking and shield tanking hit a sweet spot in relation to each other I'm much prefer it to sweeping nerf hammer or massive buffs.
It's a start, and a good start.
+1 |
Sgt Kirk
SyNergy Gaming EoN.
1073
|
Posted - 2013.08.14 08:02:00 -
[62] - Quote
I'm way too excited over this.
I cannot wait until these changes are implemented.
I'm giving everyone a ******* like here because I'm so Happy about this. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
194
|
Posted - 2013.08.14 08:08:00 -
[63] - Quote
I can't wait for this next patch, so we can see how they screw up this time and how many months it takes them to fix it |
ChromeBreaker
SVER True Blood
1016
|
Posted - 2013.08.14 08:08:00 -
[64] - Quote
CCP Wolfman wrote: Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Strafe speed changes \o/
First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt them a lot. I would have preferred a penalty a little less aggressive...
Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced.
Ferroscale... They need a penalty... but like my point on the extenders nothing so aggressive.
Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least but there needs to be more to differentiate them...
|
Arx Ardashir
Imperium Aeternum
173
|
Posted - 2013.08.14 08:12:00 -
[65] - Quote
Well right now they're doing it at 100% of run speed. |
Breakin Stuff
Goonfeet Top Men.
1127
|
Posted - 2013.08.14 08:14:00 -
[66] - Quote
ChromeBreaker wrote:CCP Wolfman wrote: Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Strafe speed changes \o/ First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt users a lot. I would have preferred a penalty a little less aggressive... Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced. Ferroscale... They need a penalty... but like my point on the extenders nothing aggressive. Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least, but there needs to be more to differentiate them... A good step in the right direction
increasing the delay means people will actually have a reason to use regulators in their low slots rather than casual dual-tanking.
Armor tanks are **** dual tanks. why should shield tanks be awesome dual tanks?
Ferroscale HAS a penalty. You have to fit a module to rep yourself at a piddly-ass FRACTION of shield regen without modules to enhance it. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 08:23:00 -
[67] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:Strafe speed changes \o/ First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt users a lot. I would have preferred a penalty a little less aggressive... Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced. Ferroscale... They need a penalty... but like my point on the extenders nothing aggressive. Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least, but there needs to be more to differentiate them... A good step in the right direction increasing the delay means people will actually have a reason to use regulators in their low slots rather than casual dual-tanking. Armor tanks are **** dual tanks. why should shield tanks be awesome dual tanks? Ferroscale HAS a penalty. You have to fit a module to rep yourself at a piddly-ass FRACTION of shield regen without modules to enhance it.
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty. |
G Torq
ALTA B2O
199
|
Posted - 2013.08.14 08:26:00 -
[68] - Quote
Wolfman, since you touch on Shield Penalties, would you be willing to entertain the following...
- Shield Regen decrease relative to Shield Extenders (yes)
- Scan Profile increase relative to Shield Extenders (when shields not depleted)
- Weapons Lock-On Time decrease relative to Shield Extenders/Scan Profile
- Separate Shield HitBox increase relative to Shield Extenders
?
Note: Currently, Weapons Lock On is only when targetting vehicles - but the Charybdis can handle getting locked on faster. |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 08:29:00 -
[69] - Quote
G Torq wrote:Wolfman, since you touch on Shield Penalties, would you be willing to entertain the following...
- Shield Regen decrease relative to Shield Extenders (yes)
- Scan Profile increase relative to Shield Extenders (when shields not depleted)
- Weapons Lock-On Time decrease relative to Shield Extenders/Scan Profile
- Separate Shield HitBox increase relative to Shield Extenders
? Note: Currently, Weapons Lock On is only when targetting vehicles - but the Charybdis can handle getting locked on faster.
That's a bit much. Weapons lock on time would only apply to HAVs as well, and shield tanked HAVs are most assuredly not superior to armour tanked ones. |
Rei Shepard
Spectre II
438
|
Posted - 2013.08.14 08:31:00 -
[70] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
While Upgrades are always nice, in my current setup suit (Armor) ill be gaining 45-50 hp or so, thats 1.5 duvolle rounds worth of extra survival @ still almost none existent recovery (2 hp/s) so all it does is put me out of combat longer after each fight.
What i think is funny, is that we all cried OMG strafe speeds R bugged the day that patch went live, but noo it was just the FPS upgrades causing it right ...lol...so it took you devs all this time to figure this out eh ?
While the new speeds are better, shields require a penalty, doesnt matter how small a penalty, Armor has one but shields will take a build longer (Maybe) if you even decide to put one on there.
Suits should all have had a Capacitor like Eve Ships, then after a suits shields got drained a couple of time in a row, they could have drained their cap and the suit would be without power to run its functions or recover much more slowly, while armor would put less strain on the cap, like it does in eve.
|
|
Breakin Stuff
Goonfeet Top Men.
1128
|
Posted - 2013.08.14 08:33:00 -
[71] - Quote
ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD.
This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically.
reactive plates suck.
|
Rynoceros
Rise Of Old Dudes
492
|
Posted - 2013.08.14 08:34:00 -
[72] - Quote
And, Passives are now going to my Heavy. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 08:42:00 -
[73] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD. This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically. reactive plates suck.
Ferroscale give more HP than extenders, that should be their bonus over extenders. Hurting shields shouldnt be the way of making armour better, I agree extenders should have a penelty but i dont think directly affecting recharge is right. If Extenders get a penelty then so should Ferroscale.
Reactive plates suck |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 08:42:00 -
[74] - Quote
Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? |
Rei Shepard
Spectre II
438
|
Posted - 2013.08.14 08:46:00 -
[75] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD. This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically. reactive plates suck.
In Eve Dual Tanking is just not done, you either tank Shields or Armor but not both in Dust Dual tanking just adds towards having allot more EHP without much penalties, because by the time your shields deplete you have armor to fall back on and by the time armor is gone, your shields have kicked in, also Sig tanking (speed) cant be done with Shield Rigs & 4 stacked extenders making your ship balloon to the size of a battleship, Dust side Shield tanking & Speed tanking goes hand in hand.
Balance is still a long way off in this game
|
Breakin Stuff
Goonfeet Top Men.
1129
|
Posted - 2013.08.14 08:50:00 -
[76] - Quote
recharge delay is hardly crippling.
It just means that adding armor modules in lows will no longer be the optimum solution.
DUST is supposed to be about give and take. if you decide to go dualtank you should have to make sacrifices.
and since the hell you say ferroscale is better. Your damn dropsuits still shield regen 30/sec once the delay ends. My armor ticks up at 6.5 per module i add to my suit in lieu of further protection.
making regulators more optimal to shield tanks than armor reppers or plates is hardly unfair, since shields are flat out suboptimal for armor tanking, period. |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 08:51:00 -
[77] - Quote
So. Here we are, at the much anticipated arrival of the armour buff. You've made me a very happy man, CCP Wolfman.
Initial reaction - Good! This fixes a lot of things!
Now, in more depth - some questions and opinions.
What are the numbers for the militia armour plate? As I recall, that was previously lower HP than the old basic plate. If it's left as is it'll have less than half the basic plate's HP which is a bit iffy to the new players.
Normal armour plates now appear to be in a very good place. Particularly the halving of the speed penalty on the complex variant has made it usable.
Ferroscales are also in a good place. Having more HP than shield extenders makes them a more viable option after you add the reps.
Reactive plates... Here's where things aren't so great.
The reactive plates are always going to suffer a bit from the alternative option (which has the same result) of having a repairer and a plate. There isn't a way you can balance these to make them a -different- option from plate/rep combos if you use the current stats. In this incarnation of armour, a pair of reactive plates is still going to be inferior to a plate and a rep. There isn't a place where this won't be the case because every armour tanking suit has multiple low slots. The only place this might help is on shield tankers where low slots are being used for, say, regulators.
I'm not really very happy with the idea of having a module obsoleted by others. But there's nothing you can do with this current setup. Would you consider retooling the reactives entirely to another stat? Other suggestions (which I'm pretty sure you've read) involve moving them to a high slot. I don't really like that idea, but something needs to be done to make these useful.
Role skills - I assume this includes the Gallente assault, but does it include the Amarr assault and possibly Amarr heavy/sentinel classes?
Also, what are your thoughts on armour repairers in their current state? I'll type up a more detailed response about this specifically later, but I'd like to hear what you think. Are they fine? Are they getting buffed? Are they getting nerfed? |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 09:01:00 -
[78] - Quote
ChromeBreaker wrote: Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
The same IS said about armour plates. |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 09:02:00 -
[79] - Quote
What are the new numbers for militia items? |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 09:04:00 -
[80] - Quote
[10:03] <[CCP]Wolfman> Remnant put a bunch of numbers in a hate and made me pick some
This is how the numbers were picked. |
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Argon Gas
Krusual Covert Operators Minmatar Republic
5
|
Posted - 2013.08.14 09:10:00 -
[81] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s.
Don't complain. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 09:12:00 -
[82] - Quote
Arkena Wyrnspire wrote:ChromeBreaker wrote: Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
The same IS said about armour plates.
Extenders have natural regain Plates have very high hp but speed penelty Ferroscale have high hp
whats wrong with that? |
Renolissa
Academy Inferno CRONOS.
871
|
Posted - 2013.08.14 09:12:00 -
[83] - Quote
Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! |
dday3six
Ahrendee Mercenaries EoN.
184
|
Posted - 2013.08.14 09:14:00 -
[84] - Quote
Magnus Amadeuss wrote:CCP Wolfman:
I just wanted to know
1) Are commando suits priced how they should be or is this a mistake? *basic cost the same as most advaanced suits, and much more than the sentitnel aswell
2) Is the amarrian trade-off working as intended? *one slot sacrificed for a 30 HP gain?
Yeah, personally I hope the Amarr Assault gets another low slot at Proto like the Amarr Logisitcs did. |
Echoist
Fenrir's Wolves RUST415
59
|
Posted - 2013.08.14 09:35:00 -
[85] - Quote
Renolissa wrote:Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! Then go nobody will notice. |
Breakin Stuff
Goonfeet Top Men.
1131
|
Posted - 2013.08.14 09:48:00 -
[86] - Quote
Echoist wrote:Renolissa wrote:Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! Then go nobody will notice. Or care. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
232
|
Posted - 2013.08.14 10:16:00 -
[87] - Quote
my armor tanking gallente scout just got way better
soon to have over 750hp and he's very happy Wolfman |
N311V
The Southern Legion
37
|
Posted - 2013.08.14 10:37:00 -
[88] - Quote
My first impression is that I'm quite pleased with the buff, it's more than I expected, and I'm glad you're not applying the shield penalty yet (if at all) because I think the armor buffs will go a long way towards balance. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 10:39:00 -
[89] - Quote
Very happy for these fixes, but I have one question are CPU/PG stats for reactive and ferroscales being tweaked? They are impossible to properly fit, even at enhanced they are very resource intensive. |
Beren Hurin
The Vanguardians
1079
|
Posted - 2013.08.14 11:02:00 -
[90] - Quote
Logi Bro wrote:Whoa, bombshell......gimme a second to write something up. You get a +1 sir. Let me start with the strafing, I like this change, and I am glad to see that I might actually be able to shoot and hit speed tanked enemies now that they are getting a 10% speed reduction when strafing, definitely a good change. About the possible shield recharge delay penalty for equipping extenders.....I like it. Quad stacking complex extenders will now essentially require the use of regulators, which will hurt dual tanking, which is good since it is kind of god-mode at the moment. I believe this penalty to be MUCH better than a scan profile increase, and will fully support it in the event you give us the details. My only question would be: Would regulators reduce the base shield delay, or the shield delay AFTER the extender penalty is introduced? About armor plates, good. Good, but not great. The percentage of penalty increase is still greater than the percentage of armor given. By that I mean from the 2%/85 armor plate to the 3%/110 armor plate is a 1.5 speed penalty multiplier, but only a 1.29 armor increase multiplier. It isn't as bad as before, but it is still worth noticing. The difference is much bigger going from the 3%/110 armor plate to the 5%/135 armor plate. The speed penalty multiplier there is 1.6666.... and the armor multiplier is only 1.22. That's a greater speed penalty and a smaller armor increase compared to the jump from the basic to the enhanced, and is totally not worth it, I can see the enhanced plates being the go-to with these given stats. The ferroscale stats are all I could ever hope for, so I think you did a great job there, but reactive plates will remain comparatively useless. It would be great if you made them a high-slot module, since armor tankers are still lacking such a mythical item, even though I understand damage mods are the "recommended" armor tank high mod. Quote:- Role skills still need to be updated to better take advantage of armor tanking. Have you read my " New Class Bonus Ideas" thread yet? It's a good read, not entirely polished, but I compiled ideas from people in the comments section, so it's a moderately good idea of what the community would like to see.
Do your math again but make it go from 98% to 97% to 95% max speed.
|
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Beren Hurin
The Vanguardians
1079
|
Posted - 2013.08.14 11:08:00 -
[91] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
Shield delay is easy to make negligable (3-2)
you can flux shields (3-3)
A lot more weapons are anti-armor (4-3)
shield reps cost no fitting (5-3)
Native shield rep speed is > most armor rep speed (6-3) |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:12:00 -
[92] - Quote
Beren Hurin wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Shield delay is easy to make negligable (3-2) you can flux shields (3-3) A lot more weapons are anti-armor (4-3) shield reps cost no fitting (5-3) Native shield rep speed is > most armor rep speed (6-3)
I can't tell if you anti armor/pro shields :! |
bolsh lee
Ahrendee Mercenaries EoN.
385
|
Posted - 2013.08.14 11:21:00 -
[93] - Quote
Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP... |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:30:00 -
[94] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
-Shield repair is 2-3 times larger than armor repair. -There are 12 weapons to kill armor, only 9 to kill shields. From that 12 you will find the most powerful weapons in the game, this includes the forge gun, locus grenades, the mass driver, and the HMG. -Armor has a rep tool, shields have a rep vehicle. -Armor makes you slower (already mentioned) but there is a bucket load of disadvantages that come from being slower. -Shield tanking has modules on high and low -Shield tanking does not have to compromise their tank to use CPU/PG modules, while armor tanking is extremely resource intensive, talk about the 1-2 hit combo. -Shield tanking there a 30% damage reduction against explosives. -Armor tanking gets a 10-20% damage reduction against some rifles. -Armor gets higher HP. -When shields drop you don't die, when armor drops you die.
Let's sum it up: Shields- 9 Armor- 5 |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2684
|
Posted - 2013.08.14 11:30:00 -
[95] - Quote
inb4 shield tankers cry for respecs so they can skill into new FotM armor tank. |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 11:30:00 -
[96] - Quote
bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP...
The answer there would be to tweak all of the racial bonuses. Make shield regen penalty -10% per level for caldari assaults. All racial bonuses seem to basically save/give about .75 to 1 whole extra slots worth of bonus if you use them correctly on a proto suit. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:32:00 -
[97] - Quote
bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP...
Shields needs a penalty, and a delay penalty means you are forced to use regulators. Luckily for you those are low slots modules, instead of high, also you don't know how big the penalty is, or if it is percentage based. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:37:00 -
[98] - Quote
Beren Hurin wrote:bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP... The answer there would be to tweak all of the racial bonuses. Make shield regen penalty -10% per level for caldari assaults. All racial bonuses seem to basically save/give about .75 to 1 whole extra slots worth of bonus if you use them correctly on a proto suit.
CCP should add a secondary set of racial bonuses, possibly a bonus that is the same for every racial suit of the race, because some people are quite content with their current role bonus, and the logistics role bonus is probably the only thing keeping the armor tanked logistics suits from being UP. |
The Attorney General
ZionTCD
699
|
Posted - 2013.08.14 11:54:00 -
[99] - Quote
I like the plate changes, and am looking forward to trying them out with my heavy. From the raw math, most of my fits just got stockier, with a few taking some pretty nice sized HP jumps.
This looks like a good first step in trying to get better balance between armor and shield tankers. |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 11:55:00 -
[100] - Quote
BL4CKST4R wrote:Beren Hurin wrote:bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP... The answer there would be to tweak all of the racial bonuses. Make shield regen penalty -10% per level for caldari assaults. All racial bonuses seem to basically save/give about .75 to 1 whole extra slots worth of bonus if you use them correctly on a proto suit. CCP should add a secondary set of racial bonuses, possibly a bonus that is the same for every racial suit of the race, because some people are quite content with their current role bonus, and the logistics role bonus is probably the only thing keeping the armor tanked logistics suits from being UP.
Are you suggesting something like a tiericide? Where each class then gets 3 varied roles with respective bonuses rather than tiers?
Example:
Minmatar Assault STD/ADV/PRO goes to Minmatar Ak.0 Minmatar Ak.1 Minmatar Ak.2
Then they would all get the same basic stats +/- 10% here or there. But you would get one that is more 'combat' oriented, that focuses a bit more on survivability. One would be 'attack' oriented that has more speed/stealth and hits harder and less eHP. Then you'd also have a kind of wildcard with a unique niche. So for minmatar assault it might be extra stamina.
The reason you would progress might be an issue though |
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SponkSponkSponk
The Southern Legion
190
|
Posted - 2013.08.14 12:07:00 -
[101] - Quote
I appreciate the buffs; I do. I don't mean to sound ungrateful.
But it's a buff to the numbers of a fundamentally imbalanced number set.
Shield extenders, leaving the regeneration bonuses aside for now, follow a progression that heavily incentivises using higher grade extenders.
Basic: 22hp for 18cpu/3pg Enhanced: 33hp for 36/6 Complex: 66hp for 54/11
shield graph (note the big kick at complex)
So, the grid benefits hover around 6HP per point of powergrid, or about 1.2hp per point of CPU required.
Plates, on the other hand, are seriously out of whack and will strongly discourage higher-level plates.
Basic: 65 85 for 10/1 Enhanced: 87 110 for 20/6 Complex: 115 135 for 30/12
armor graph
So the benefits are 85hp per grid at basic down to 11.25hp per unit of PG at complex, or 8.5hp down to 4.5hp per unit of CPU.
(you could also view it by how much CPU and PG used to achieve 1HP; either way)
The numbers clearly show that basic plates are way too much bang for the buck, which papers over any deeper problems with armour tanking by the expedient "here, have an OP module instead".
What's worse is that this module is easily available to shield suits as well, which defeats the purpose of the buff anyway, since it's trivially easy to scrounge up 10cpu+1pg for a massive boost in EHP.
And to cap it off, the speed penalty increases as you choose larger plates, which further exacerbates the problems inherent in actually going all in with armour tanking.
My solution is to rework the base numbers of armour plates, with the guideline being to provide 18hp for every point of PG required, and about 5hp per point of CPU, but to increase the bonus as the modules increase to incentivise using heavier plates.
Something like this:
Sponk's proposed armor graph
Basic: 85 for 10/1 50 for 10/3/-2% Enhanced: 110 for 20/6 95 for 20/6/-3% Complex: 135 for 30/12 180 for 40/11/-5% |
BL4CKST4R
WarRavens League of Infamy
1060
|
Posted - 2013.08.14 12:17:00 -
[102] - Quote
SponkSponkSponk wrote:I appreciate the buffs; I do. I don't mean to sound ungrateful. But it's a buff to the numbers of a fundamentally imbalanced number set. Shield extenders, leaving the regeneration bonuses aside for now, follow a progression that heavily incentivises using higher grade extenders. Basic: 22hp for 18cpu/3pg Enhanced: 33hp for 36/6 Complex: 66hp for 54/11 shield graph (note the big kick at complex) So, the grid benefits hover around 6HP per point of powergrid, or about 1.2hp per point of CPU required. Plates, on the other hand, are seriously out of whack and will strongly discourage higher-level plates. Basic: 65 85 for 10/1 Enhanced: 87 110 for 20/6 Complex: 115 135 for 30/12 armor graphSo the benefits are 85hp per grid at basic down to 11.25hp per unit of PG at complex, or 8.5hp down to 4.5hp per unit of CPU. (you could also view it by how much CPU and PG used to achieve 1HP; either way) The numbers clearly show that basic plates are way too much bang for the buck, which papers over any deeper problems with armour tanking by the expedient "here, have an OP module instead". What's worse is that this module is easily available to shield suits as well, which defeats the purpose of the buff anyway, since it's trivially easy to scrounge up 10cpu+1pg for a massive boost in EHP. And to cap it off, the speed penalty increases as you choose larger plates, which further exacerbates the problems inherent in actually going all in with armour tanking. My solution is to rework the base numbers of armour plates, with the guideline being to provide 18hp for every point of PG required, and about 5hp per point of CPU, but to increase the bonus as the modules increase to incentivise using heavier plates. Something like this: Sponk's proposed armor graphBasic: 85 for 10/1 50 for 10/3/-2% Enhanced: 110 for 20/6 95 for 20/6/-3% Complex: 135 for 30/12 180 for 40/11/-5%
Liked it until you suggested higher fitting requirements when armor tanking is already very resource intensive. |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 12:19:00 -
[103] - Quote
SponkSponkSponk wrote:...Basic plate is OP...
I was looking at this too. Its unkown, I think, still whether fittings will be changed for the alternative armor modules at the same time because 2% speed for a cheap fitting plate having more HP than a complex ferroscale or reactive makes it pretty desirable.
However, often times, due to the low fitting requirements, there will still be more PG/CPU left over after fitting most of what you need, the question then becomes, how much tank do you want, or how much do you want to buy with speed. Still, by taking a basic mod, a 'shield tanker' is still sacrificing a slot that could go toward recharging his shield faster, adding a speed mod, or forgoing a dampener (which IMO will be more important for shorter ranged players soon). |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 12:21:00 -
[104] - Quote
BL4CKST4R wrote:SponkSponkSponk wrote:...armor is OP... Liked it until you suggested higher fitting requirements when armor tanking is already very resource intensive.
Yeah, the purpose of how Armor tanking 1.0 was supposed to work is that the low PG/CPU lets you fit higher damage weapons/damage mods, which means that while you are slower, your higher DPS is a big advantage. There or game issues outside of suits/speed that makes this not quite the advantage that it seems it should be on paper though. |
Chilled Pill
Pro Hic Immortalis League of Infamy
166
|
Posted - 2013.08.14 12:28:00 -
[105] - Quote
....Meanwhile in Molden Heath, the slaughter of Scout specialists continues on it's Nth month with only more grim news on the horizon. According to sources, coupled with the homogenization of turn speeds across all specialist suits, everyone will now strafe 10% slower than before. While the other specialists rejoice or feel neutral about the matter, the already marginalized Scout specialists continue to shake their heads in disgust of these recent developments. Widespread dissatisfaction has already been expressed by said specialists, now they continue to wonder: 'What more are we supposed to do?'.
Is there respite coming to these courageous and determined mercenaries? Our latest numbers continue to see decline in their effectiveness in battle as can be seen here: https://forums.dust514.com/default.aspx?g=posts&t=90055&find=unread. Will there be an end to the Scout Suit's seemingly uncontrolled nose dive into oblivion? Stay tuned.
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Ruthless Lee
The Eliminators
43
|
Posted - 2013.08.14 12:41:00 -
[106] - Quote
CCP Wolfman wrote:FLAYLOCK Steve wrote:So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast Not at the same speed, at 90% of the max run (not sprint) speed of the dropsuit you are using. We're hoping to give the scouts some love in 1.5 but the vehicle rebalance is our priority so keep your fingers croseed we have time.
It'd be nice if you could fit scouts in there for 1.5. Really nice ... especially considering that so many heavy and assault players are going to see their HP go up with 1.4, now. |
Midas Fool
Guardian Solutions DARKSTAR ARMY
108
|
Posted - 2013.08.14 12:43:00 -
[107] - Quote
This really puts armor tanking in a nice spot. I think it's about even with shields now.
If you make shield penalties please make them based around signature radius. More shields = more signature = easier to detect by dropsuit and active scanners. No more of this changing basic damage-dealing/recieving mechanics. At least for a while.
LOL at people already suggesting additional changes to armor. Lets see how it works first!!!
In the meantime I'm going to love these new plates on my Caldari Assault suit |
Reav Hannari
Red Rock Outriders
945
|
Posted - 2013.08.14 12:44:00 -
[108] - Quote
Considering reactive and ferroscale are much weaker than normal plates I'd like to see the fitting requirements made the same across the different armor types. Usually the higher fitting chooses for me and I stick to regular plates. |
SponkSponkSponk
The Southern Legion
191
|
Posted - 2013.08.14 12:50:00 -
[109] - Quote
Thanks to Absolute Idiom II for extra graph erotica. Throw a few likes his way.
HP Fitting Efficiencies as at 1.4 (higher is better)
look at dat basic plate.
If you use my suggested stats as a comparison, it looks like this:
HP Fitting Efficiencies if Sponk were a dev
Note that the efficiency is pretty-much the same between tiers now, but of course complex stuff is more slot-efficient. |
Kevall Longstride
DUST University Ivy League
451
|
Posted - 2013.08.14 12:50:00 -
[110] - Quote
Time we armour tankers got some luv.
Is there any changes coming with the armour rep modules. I think a couple of extra HP per second on each level would just about make us balanced with the shield users.
But a good start here Wolfy. Respect. |
|
Beren Hurin
The Vanguardians
1082
|
Posted - 2013.08.14 12:56:00 -
[111] - Quote
SponkSponkSponk wrote:Thanks to Absolute Idiom II for extra graph erotica. Throw a few likes his way. HP Fitting Efficiencies as at 1.4 (higher is better) look at dat basic plate. If you use my suggested stats as a comparison, it looks like this: HP Fitting Efficiencies if Sponk were a devNote that the efficiency is pretty-much the same between tiers now, but of course complex stuff is more slot-efficient.
Sure fitting efficiencies make sense...until your suit is full and you have plenty of fitting space left over. You don't get an extra reward for going into battle with less fitting used. Sure it could save you isk, but that is a trade off unrelated to fitting efficiency or tanking balance. I'm fine with a downside of armor being reduced efficiency at higher meta levels compared to shield. |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
184
|
Posted - 2013.08.14 12:59:00 -
[112] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
Shield recharges much faster than armour. (2-3) ^^ there you go |
Denidil Taureran
Turalyon 514
20
|
Posted - 2013.08.14 13:12:00 -
[113] - Quote
Buff armor reps too!
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Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
|
Posted - 2013.08.14 13:21:00 -
[114] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor plates are all penalty... How many swarms Gallente protos have you seen? Must be some correlation there. Make an alt and try armor as is, then maybe you will begin to understand. Slow rep speed combined with speed penalty combined with the fact that every weapon with splash damage (minus flux grenades) gets a substantial bonus against armor. Nothing stopping you from throwing on a plate or two. |
Captain Africa Clone1
GRIM MARCH
123
|
Posted - 2013.08.14 13:27:00 -
[115] - Quote
THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!!
btw thanks for the armour buff ...blows the dust of my heavy :) |
Absolute Idiom II
No Free Pass
419
|
Posted - 2013.08.14 13:42:00 -
[116] - Quote
SponkSponkSponk wrote:Thanks to Absolute Idiom II for extra graph erotica. Throw a few likes his way. HP Fitting Efficiencies as at 1.4 (higher is better) look at dat basic plate. If you use my suggested stats as a comparison, it looks like this: HP Fitting Efficiencies if Sponk were a devNote that the efficiency is pretty-much the same between tiers now, but of course complex stuff is more slot-efficient.
I fully support this product and/or service. It really would be nicer to see some semblance of grouping/pattern with armor plates. Especially as currently this leaves the basic plates able to be easily used by shield fits for a massive boost in HP (bigger than complex extender) and a tiny penalty to speed. |
Lucifalic
Baked n Loaded
48
|
Posted - 2013.08.14 13:49:00 -
[117] - Quote
And another scout bites the dust
Don't get me wrong armor needs the buff so +1. But scouts will again suffer. Armor tankers taking a reduced movement penalty will not feel the 10% reduction to strafe speeds. Scouts will. Increasing heavy turn speeds while using HEAVY weapons will slay us. U cannot whip a general electric minigun around like a smg in rl so why should u here?? Hmg should have range increase for sure as most hmg in rl use heavy rounds that travel farther and hit harder then ar but with reduced accuracy so please don't increase turn speed, that's stupid. A shield regen delay for scouts will slay us. Our hitbox. Is huge and lags behind us, not in front... Believe me u have to lead a sprinting deer to hit one not shoot behind one. Collision box catching on nothing while sprinting ???? Slays us and make no sense.
Sg and nk hit detection is terrible and slays us. Please we really need love and have gotten worse every update since chrome.
Great changes for armor but...
Help us Obi 1.5 Kenobe, your our only hope |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1409
|
Posted - 2013.08.14 13:52:00 -
[118] - Quote
Captain Africa Clone1 wrote:THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!! BTW thanks for the armour buff ...blows the dust off my heavy :) PS ...shields are fine , don't **** with them .....
And armour tankers have to stuff all of their tank mods into low slots so they have to sacrifice buffer for regen or vice versa.
Right now I'm worried about my energy weapons. Hopefully CCP will be keeping a close watch to see if the increase in 150 hp plates on the field start making them ineffective. |
Ruthless Lee
The Eliminators
43
|
Posted - 2013.08.14 13:59:00 -
[119] - Quote
Lucifalic wrote:And another scout bites the dust
Don't get me wrong armor needs the buff so +1. But scouts will again suffer. Armor tankers taking a reduced movement penalty will not feel the 10% reduction to strafe speeds. Scouts will. Increasing heavy turn speeds while using HEAVY weapons will slay us. U cannot whip a general electric minigun around like a smg in rl so why should u here?? Hmg should have range increase for sure as most hmg in rl use heavy rounds that travel farther and hit harder then ar but with reduced accuracy so please don't increase turn speed, that's stupid. A shield regen delay for scouts will slay us. Our hitbox. Is huge and lags behind us, not in front... Believe me u have to lead a sprinting deer to hit one not shoot behind one. Collision box catching on nothing while sprinting ???? Slays us and make no sense.
Sg and nk hit detection is terrible and slays us. Please we really need love and have gotten worse every update since chrome.
Great changes for armor but...
Help us Obi 1.5 Kenobe, your our only hope
Yeah, with the changes to aiming, turn speed and armor coming in the next update ... they shouldn't be putting off the scout fixes past 1.4, honestly ... much less 1.5. Or later.
And I think the changes for 1.4 will be good for the game as a whole ... but I see a lot of problems ahead for scouts. |
BL4CKST4R
WarRavens League of Infamy
1061
|
Posted - 2013.08.14 13:59:00 -
[120] - Quote
Talos Alomar wrote:Captain Africa Clone1 wrote:THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!! BTW thanks for the armour buff ...blows the dust off my heavy :) PS ...shields are fine , don't **** with them ..... And armour tankers have to stuff all of their tank mods into low slots so they have to sacrifice buffer for regen or vice versa. Right now I'm worried about my energy weapons. Hopefully CCP will be keeping a close watch to see if the increase in 150 hp plates on the field start making them ineffective.
Once the shield penalty rolls shield tanks will have to use low slots for regulators. |
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Shotty GoBang
Pro Hic Immortalis League of Infamy
560
|
Posted - 2013.08.14 14:04:00 -
[121] - Quote
Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2.
(July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished.
Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas!
- Shotty GoBang |
Jack McReady
DUST University Ivy League
383
|
Posted - 2013.08.14 14:59:00 -
[122] - Quote
1. the hp per PG/CPU ratio is off on plates. std/adv plates are alot more efficient that proto. you save alot of fittings if you take adv plates but lose only 27hp with max skills.
2. fero plates fitting costs should be lower, who is gonna fit that? they would be attractive to scouts but they wont be able to use it.
3. and reactive plates should rep 1/2/3 (std/adv/proto) per second. plate + rep should be better, but the difference is too big now imho, reactive plates need a bit more. |
N1ck Comeau
Ahrendee Mercenaries EoN.
964
|
Posted - 2013.08.14 15:00:00 -
[123] - Quote
Wolfman = new favourite Dev.
Sorry logibro |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
300
|
Posted - 2013.08.14 15:00:00 -
[124] - Quote
BL4CKST4R wrote:Talos Alomar wrote:Captain Africa Clone1 wrote:THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!! BTW thanks for the armour buff ...blows the dust off my heavy :) PS ...shields are fine , don't **** with them ..... And armour tankers have to stuff all of their tank mods into low slots so they have to sacrifice buffer for regen or vice versa. Right now I'm worried about my energy weapons. Hopefully CCP will be keeping a close watch to see if the increase in 150 hp plates on the field start making them ineffective. Once the shield penalty rolls shield tanks will have to use low slots for regulators.
Good - then they cant use armor or abuse speed and stamina mods.
That would aid in the separation of the differing philosophies. |
Echoist
Fenrir's Wolves RUST415
65
|
Posted - 2013.08.14 15:09:00 -
[125] - Quote
Daxxis KANNAH wrote:BL4CKST4R wrote:Talos Alomar wrote:Captain Africa Clone1 wrote:THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!! BTW thanks for the armour buff ...blows the dust off my heavy :) PS ...shields are fine , don't **** with them ..... And armour tankers have to stuff all of their tank mods into low slots so they have to sacrifice buffer for regen or vice versa. Right now I'm worried about my energy weapons. Hopefully CCP will be keeping a close watch to see if the increase in 150 hp plates on the field start making them ineffective. Once the shield penalty rolls shield tanks will have to use low slots for regulators. Good - then they cant use armor or abuse speed and stamina mods. That would aid in the separation of the differing philosophies. I'm all for the shield penalty, but only if its a fair amount and not a giant nerf hammer. All i really want is for people to stop dual tanking which gives them an ungodly amount of health. An assault suit should not have more health than a heavy. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
300
|
Posted - 2013.08.14 15:11:00 -
[126] - Quote
Jack McReady wrote:1. the hp per PG/CPU ratio is off on plates. std/adv plates are alot more efficient that proto. you save alot of fittings if you take adv plates but lose only 27hp with max skills.
2. fero plates fitting costs should be lower, who is gonna fit that? they would be attractive to scouts but they wont be able to use it.
3. and reactive plates should rep 1/2/3 (std/adv/proto) per second. plate + rep should be better, but the difference is too big now imho, reactive plates need a bit more.
I still havent decided which way to go for plates on my scout. At first I went Ferro but then went Reactive because the plan is to engage and then get out so I can rep in the shadows and hit again.
Fitting wise - Reactive makes more sense for sure and maybe is the better one for scouts how they are intended.
Scouts are going to need something though if the shield penalty is implemented. More stamina, an even shorter shield delay or more speed. The upcoming changes already look dire. |
Meeko Fent
Seituoda Taskforce Command Caldari State
587
|
Posted - 2013.08.14 15:18:00 -
[127] - Quote
True Adamance wrote:CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
HONOUR TO THE WOLFMAN. He should be an Amarrian Saint by now.... * Throws Honeyed Lamb outside Wolfmans cave* "Best Dev ever!" EDIT- Reactive Still terribad..... Saint Wolf?
Besides that, while I think the changes to the HP the plates give we're slightly unneeded, they look nice nonetheless.
But now, I'm think that the question will arise about why run shield when Armor can Run full Armor and partly shield.
What Armor tanker gives a fart about their shield recharge? |
Scheneighnay McBob
Bojo's School of the Trades
2974
|
Posted - 2013.08.14 15:38:00 -
[128] - Quote
Strafe speed should have been slower. Why use over when you can strafe out of the way? |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1855
|
Posted - 2013.08.14 15:44:00 -
[129] - Quote
**** Yeah! |
Lillica Deathdealer
Mango and Friends
108
|
Posted - 2013.08.14 15:45:00 -
[130] - Quote
Finally, a reason to armour tank my amarr assault like a true amarr. Wolfman, I like it when you say things. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2513
|
Posted - 2013.08.14 15:48:00 -
[131] - Quote
Chilled Pill wrote:....Meanwhile in Molden Heath, the slaughter of Scout specialists continues on it's Nth month with only more grim news on the horizon. According to sources, coupled with the homogenization of turn speeds across all specialist suits, everyone will now strafe 10% slower than before. While the other specialists rejoice or feel neutral about the matter, the already marginalized Scout specialists continue to shake their heads in disgust of these recent developments. Widespread dissatisfaction has already been expressed by said specialists, now they continue to wonder: 'What more are we supposed to do?'. Is there respite coming to these courageous and determined mercenaries? Our latest numbers continue to see decline in their effectiveness in battle as can be seen here: https://forums.dust514.com/default.aspx?g=posts&t=90055. Will there be an end to the Scout Suit's seemingly uncontrolled nose dive into oblivion? Stay tuned.
Called it a long time ago.
Scout Overview: http://blindmanmoon.blogspot.com/2013/07/perfecting-roles-scout.html Active Scanners: http://blindmanmoon.blogspot.com/2013/08/perfecting-roles-active-scanners.html
Aiming gets fixed in 1.4 so Aim Assist is going to magnetize to the already easy to hit hit-box which lags behind the scout.
Screwing with turn speed is about the dumbest move ever.
Tac-Net changes (removing shared vision between squad-mates/team-mates) is going to encourage the use of the Active Scanner which I have warned everyone is inherently broken because once you get to Proto Active Scanners there's no reason to use any other one than the one with the 22,500 Scan Area because the only thing getting past it is a Scout with all skills level five and profile dampeners attached, which is going to sacrifice from his speed. So, it's either be spotted and be able to -maybe- move fast enough to not die or not get spotted and die because you can't get out in time.
Makes you wonder why they can't just "hotfix" scouts with 60% more HP like they did MLT/STD LAVs - not like that caused any problems, right?
|
Johnny Guilt
Algintal Core Gallente Federation
225
|
Posted - 2013.08.14 15:55:00 -
[132] - Quote
700 armor gallente mid frames are now the heavies of old. |
Vaux Karn
The Mercenary Collective
43
|
Posted - 2013.08.14 15:57:00 -
[133] - Quote
CCP Wolfman wrote:Hi guys,
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
I would be worried about this simply reversing the imbalance between armor and shields. The movement penalties being lowered and hp values being raised should solve the imbalance without a nerf to extenders. It would be my idea to leave current extenders as is and create new variants with said downsides, as this would put current extenders in the same area as the ferroscale. Heavy extenders with the downside would then be the classic plate equivalent.
Just a thought, I would rather see buffs than nerfs (when possible) for balancing, and I am always worried when I see both at the same time. I know shields had a long time on top, so if they have to take some time being stomped by armor, I guess its only fair. That said, I could be wrong about this, only time will tell. All in all, good work CCP, armor needed the buffs. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2514
|
Posted - 2013.08.14 15:58:00 -
[134] - Quote
Johnny Guilt wrote:700 armor gallente mid frames are now the heavies of old.
Eh, minus the Heavy / Dual Light weapon capabilities. Heavies still have their place.
That and... Yanno... Now being able to have 1,000 armor... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2516
|
Posted - 2013.08.14 16:00:00 -
[135] - Quote
Vaux Karn wrote:CCP Wolfman wrote:Hi guys,
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
I would be worried about this simply reversing the imbalance between armor and shields. The movement penalties being lowered and hp values being raised should solve the imbalance without a nerf to extenders. It would be my idea to leave current extenders as is and create new variants with said downsides, as this would put current extenders in the same area as the ferroscale. Heavy extenders with the downside would then be the classic plate equivalent. Just a thought, I would rather see buffs than nerfs (when possible) for balancing, and I am always worried when I see both at the same time. I know shields had a long time on top, so if they have to take some time being stomped by armor, I guess its only fair. That said, I could be wrong about this, only time will tell. All in all, good work CCP, armor needed the buffs.
Shield Tankers should be designed for hit-and-run but right now they're surviving skirmishes because they can out-strafe targets. If you've ever seen a Caldari Assault with a Shotgun and the player is using KB/M, you'll notice just how significant of a difference that is.
Strafing is EVERYTHING in an FPS game. |
Zekain Kade
TeamPlayers EoN.
1469
|
Posted - 2013.08.14 16:09:00 -
[136] - Quote
Logi Bro wrote:Whoa, bombshell......gimme a second to write something up. You get a +1 sir. Let me start with the strafing, I like this change, and I am glad to see that I might actually be able to shoot and hit speed tanked enemies now that they are getting a 10% speed reduction when strafing, definitely a good change. About the possible shield recharge delay penalty for equipping extenders.....I like it. Quad stacking complex extenders will now essentially require the use of regulators, which will hurt dual tanking, which is good since it is kind of god-mode at the moment. I believe this penalty to be MUCH better than a scan profile increase, and will fully support it in the event you give us the details. My only question would be: Would regulators reduce the base shield delay, or the shield delay AFTER the extender penalty is introduced? About armor plates, good. Good, but not great. The percentage of penalty increase is still greater than the percentage of armor given. By that I mean from the 2%/85 armor plate to the 3%/110 armor plate is a 1.5 speed penalty multiplier, but only a 1.29 armor increase multiplier. It isn't as bad as before, but it is still worth noticing. The difference is much bigger going from the 3%/110 armor plate to the 5%/135 armor plate. The speed penalty multiplier there is 1.6666.... and the armor multiplier is only 1.22. That's a greater speed penalty and a smaller armor increase compared to the jump from the basic to the enhanced, and is totally not worth it, I can see the enhanced plates being the go-to with these given stats. The ferroscale stats are all I could ever hope for, so I think you did a great job there, but reactive plates will remain comparatively useless. It would be great if you made them a high-slot module, since armor tankers are still lacking such a mythical item, even though I understand damage mods are the "recommended" armor tank high mod. Quote:- Role skills still need to be updated to better take advantage of armor tanking. Have you read my " New Class Bonus Ideas" thread yet? It's a good read, not entirely polished, but I compiled ideas from people in the comments section, so it's a moderately good idea of what the community would like to see. agreed reactive plates should be high slot items.
|
Lillica Deathdealer
Mango and Friends
108
|
Posted - 2013.08.14 16:09:00 -
[137] - Quote
Aeon Amadi wrote:Johnny Guilt wrote:700 armor gallente mid frames are now the heavies of old. Eh, minus the Heavy / Dual Light weapon capabilities. Heavies still have their place. That and... Yanno... Now being able to have 1,000 armor... The commando has less of a place now, because it really cant stack armour mods. Only 1 low slow starting from adv. However with with a proto melee damage mod they can rifle butt for 420 damage. Just in case nobody realized that -.o |
Dimitri Krenkov
New Age Solutions
7
|
Posted - 2013.08.14 16:18:00 -
[138] - Quote
Reactive plates giving hp and rep bonuses still seem off to me. Reactive plates do at the same time what two other modules do. There are only three outcomes of this, balance wise.
1. Reactive plates are less efficient than just running a plate and rep. 2. Reactive plates are more efficient than just running a plate and rep. 3. Reactive plates are just as efficient as running a plate and rep.
In the first case, why do reactive plates exist again? In the second, why do we even have plates and reps if we can just use one module? In the third, why is it a thing again? There is no good way to balance reactive plates.
I think a better solution would be to make them do something special. Ideally I would like resists, but I would also be open to them being hi slot items that massively nerf shields in exchange for being neat for armor in some way, like resists or such.
For that matter, I would give my eye teeth for an explosive dampening hardener to take the edge off of AOE splash damage. Somethiing like that might give reactive plates a purpose. Direct hits still waste you, but they give you some resistance to splash from grenades, mass drivers, forge guns, etc |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
493
|
Posted - 2013.08.14 16:48:00 -
[139] - Quote
Devs like Wolfman are the reason why I will keep paying money to play. I know there are others like him... I just can't remember their names. |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:48:00 -
[140] - Quote
Tallen Ellecon wrote:Devs like Wolfman are the reason why I will keep paying money to play. I know there are others like him... I just can't remember their names. SoxFour? |
|
Liquid Atlaes
Les Croustillants Astroya Conglomerate
3
|
Posted - 2013.08.14 16:54:00 -
[141] - Quote
[quote=CCP Wolfman] . - Role skills still need to be updated to better take advantage of armor tanking.
Please don't touch to the Gallente Assault the bonus to cpu and pg is the one one way to fit versus shield tankers !!!
But, very good job on armor mods. |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:56:00 -
[142] - Quote
Liquid Atlaes wrote:[quote=CCP Wolfman] . - Role skills still need to be updated to better take advantage of armor tanking.
Please don't touch to the Gallente Assault the bonus to cpu and pg is the one one way to fit versus shield tankers !!!
But, very good job on armor mods.
He's referring to the 25% shield recharge bonus. |
Revelations 514
Red Star. EoN.
114
|
Posted - 2013.08.14 16:56:00 -
[143] - Quote
Shotty GoBang wrote:Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2. (July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished. Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas! - Shotty GoBang
So true. All I see from this update is Scout gets screwed even harder. Then we get the reply for "hopefully Scouts will be addressed but vehicles first" which means that 1.5 will be vehicles, 1.6 will be vehicles again, 1.7 we might see some love.....Uhh can we make this a higher priority? Scouts used to be plentiful, ignoring them just causes that base to shrink which then allows them to more easily be ignored further. Can we at least balance suits before moving into the murky vehicle territory? Just not real pleased right now and am actually saving passive SP to spec out of them, but nothing else sounds fun so haven't played in 2 weeks now..... |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:58:00 -
[144] - Quote
Revelations 514 wrote:Shotty GoBang wrote:Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2. (July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished. Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas! - Shotty GoBang So true. All I see from this update is Scout gets screwed even harder. Then we get the reply for "hopefully Scouts will be addressed but vehicles first" which means that 1.5 will be vehicles, 1.6 will be vehicles again, 1.7 we might see some love.....Uhh can we make this a higher priority? Scouts used to be plentiful, ignoring them just causes that base to shrink which then allows them to more easily be ignored further. Can we at least balance suits before moving into the murky vehicle territory? Just not real pleased right now and am actually saving passive SP to spec out of them, but nothing else sounds fun so haven't played in 2 weeks now.....
Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
|
Logi Bro
Greatness Achieved Through Training EoN.
2051
|
Posted - 2013.08.14 17:03:00 -
[145] - Quote
Beren Hurin wrote:Logi Bro wrote:Whoa, bombshell......gimme a second to write something up. You get a +1 sir. Let me start with the strafing, I like this change, and I am glad to see that I might actually be able to shoot and hit speed tanked enemies now that they are getting a 10% speed reduction when strafing, definitely a good change. About the possible shield recharge delay penalty for equipping extenders.....I like it. Quad stacking complex extenders will now essentially require the use of regulators, which will hurt dual tanking, which is good since it is kind of god-mode at the moment. I believe this penalty to be MUCH better than a scan profile increase, and will fully support it in the event you give us the details. My only question would be: Would regulators reduce the base shield delay, or the shield delay AFTER the extender penalty is introduced? About armor plates, good. Good, but not great. The percentage of penalty increase is still greater than the percentage of armor given. By that I mean from the 2%/85 armor plate to the 3%/110 armor plate is a 1.5 speed penalty multiplier, but only a 1.29 armor increase multiplier. It isn't as bad as before, but it is still worth noticing. The difference is much bigger going from the 3%/110 armor plate to the 5%/135 armor plate. The speed penalty multiplier there is 1.6666.... and the armor multiplier is only 1.22. That's a greater speed penalty and a smaller armor increase compared to the jump from the basic to the enhanced, and is totally not worth it, I can see the enhanced plates being the go-to with these given stats. The ferroscale stats are all I could ever hope for, so I think you did a great job there, but reactive plates will remain comparatively useless. It would be great if you made them a high-slot module, since armor tankers are still lacking such a mythical item, even though I understand damage mods are the "recommended" armor tank high mod. Quote:- Role skills still need to be updated to better take advantage of armor tanking. Have you read my " New Class Bonus Ideas" thread yet? It's a good read, not entirely polished, but I compiled ideas from people in the comments section, so it's a moderately good idea of what the community would like to see. Do your math again but make it go from 98% to 97% to 95% max speed. Also, I assume fitting isn't changing on any of these? If so the basic plate will be a lot more efficient than the complex ferroscale.
I am not sure what you mean by this. I take it that you are trying to say the plate penalty is OK since the gap from 98% to 97% is a 1.01 multiplier, but that is beyond the point. The purpose of making the multiplier of the speed penalty equal to the multiplier of armor gained is so that stacking plates doesn't give you an advantage over any one individual armor plate. Looking at the 5%/135 plate, for example. If you just equip two 3%/110 plates all you get is 1% more movement penalty but a whooping 85 more armor. That's half the penalty of a basic plate but all the armor gain. Complex armor plates will never be viable until the penalty increases proportionally to the armor given. Let it be something like:
Basic: 2% penalty, 80 armor Enhanced: 3% penalty, 120 armor Complex: 5% penalty, 200 armor
With these stats you are making a clear 40 armor for every 1% of movement penalty, therefore there is no imbalance when stacking plates.
|
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 17:05:00 -
[146] - Quote
Logi Bro wrote:Complex: 5% penalty, 200 armor
I'm afraid this would be overpowered.
|
ugg reset
Molon Labe. League of Infamy
344
|
Posted - 2013.08.14 17:09:00 -
[147] - Quote
well I was going to unlock lvl 5 grenades today. looks like complex plates come first =) |
Logi Bro
Greatness Achieved Through Training EoN.
2051
|
Posted - 2013.08.14 17:13:00 -
[148] - Quote
Arkena Wyrnspire wrote:Logi Bro wrote:Complex: 5% penalty, 200 armor
I'm afraid this would be overpowered.
Looking back at my own post, it could possibly be just that, but shield tankers have had the long end of the stick for a while now.....so maybe a little OP-ness to the armor tankers wouldn't be a huge problem?
On a slightly more serious note, maybe 35 armor per 1% penalty? That makes it go 70, 105, 175. |
Wakko03
Better Hide R Die
329
|
Posted - 2013.08.14 17:15:00 -
[149] - Quote
Are you guys all done having your joy-gasm and telling everyone to suck it up and deal with the changes, so those with a different opinion on the matter may chime in with their own thoughts and not just the same fanboi service?
To bad that after the Cal Logi Nerf, I have to use Complex CPU and PG Upgrades in my low slots to make anything work, but then I have decided that maybe I will have to forget playing my role and just roll out with the equipment I want and not what the Team may need. Now this removed CPU is more relevant...1 step forward and 3 back.
Hrmm, just why is there only 3-4 items, 2 of which that do almost nothing for the High Slots, so Shield Extender Modules were really the only logical choice followed by a Damage Module or two.
I'll believe this when I see it in game, my caldari logi suit still has the wrong recharge times from the last changes they made, since everyone will get tougher to kill, can I finally get a scope or sight for my AR AGAIN/ Put back in - so I can try to get more than the random headshot..... maybe make the DOT at the end of the barrel bigger than a pixel, maybe go with that bright orange color they use on toy guns.
Does this mean that you guys have fixed the invisible player problem, the voice/ text chat systems ability to produce in game lag or the frame rate problems in PC? |
Spycrab Potato
Hold-Your-Fire
223
|
Posted - 2013.08.14 17:19:00 -
[150] - Quote
PRAISE WOLFMAN. HE IS THE CHOSEN ONE. |
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Ruthless Lee
The Eliminators
43
|
Posted - 2013.08.14 17:22:00 -
[151] - Quote
Arkena Wyrnspire wrote:Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
|
Iron Wolf Saber
Den of Swords
7266
|
Posted - 2013.08.14 17:32:00 -
[152] - Quote
Zeylon Rho wrote:Same question as the last guy: did you change the repair rates on reactive? You didn't list that stat.
No they didn't still the same. As are fittings for the plates, but I ran the numbers and they looked much better on the spread sheet than before. Largest disparity was about 300% instead of the previous 600% |
Icedslayer
SVER True Blood
102
|
Posted - 2013.08.14 17:59:00 -
[153] - Quote
Quote:We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Great so whats the advantage of the us scouts again? We've had our strafe speed stealth nerfed in Codex, we've had low slots and equipment slots taken away, aswell as our passive scan range nerfed to sh@t. Now you give all suits a strafe speed boost WTF. Are we ever going to get love from CCP? i mean seriously we are the only community that has a active leaderboard/ registry because there are that few of us. But its not like we have any representation on the CPM. |
King Kobrah
SyNergy Gaming EoN.
1022
|
Posted - 2013.08.14 18:15:00 -
[154] - Quote
If you're buffing armor there's no reason to nerf shields. These ridiculous nerf ideas are getting old |
Master Jaraiya
Ultramarine Corp
525
|
Posted - 2013.08.14 19:05:00 -
[155] - Quote
Dimitri Krenkov wrote:Reactive plates giving hp and rep bonuses still seem off to me. Reactive plates do at the same time what two other modules do. There are only three outcomes of this, balance wise.
1. Reactive plates are less efficient than just running a plate and rep. 2. Reactive plates are more efficient than just running a plate and rep. 3. Reactive plates are just as efficient as running a plate and rep.
In the first case, why do reactive plates exist again? In the second, why do we even have plates and reps if we can just use one module? In the third, why is it a thing again? There is no good way to balance reactive plates.
I think a better solution would be to make them do something special. Ideally I would like resists, but I would also be open to them being hi slot items that massively nerf shields in exchange for being neat for armor in some way, like resists or such.
For that matter, I would give my eye teeth for an explosive dampening hardener to take the edge off of AOE splash damage. Somethiing like that might give reactive plates a purpose. Direct hits still waste you, but they give you some resistance to splash from grenades, mass drivers, forge guns, etc
The added benefit of reactives is that they free up a slot. So even though you have less HP and less reps than a plate/rep combo, you have an extra free slot. This is invaluable to some loadouts. |
OZAROW
A.N.O.N.Y.M.O.U.S.
357
|
Posted - 2013.08.14 19:24:00 -
[156] - Quote
So on a suit like a mini scout, what exactly do you plan to do with shield penalty? A advance suit has between 234 or 270 shield depending on fit |
Shotty GoBang
Pro Hic Immortalis League of Infamy
562
|
Posted - 2013.08.14 19:32:00 -
[157] - Quote
Arkena Wyrnspire wrote: Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
I agree, to a degree. Though in staying on topic, I think it important to take all changes into account collectively. What we Scouts know about 1.4 so far:
New Bad News High eHP opponents getting more HP is bad news for Scouts. Mediums retaining close-to-1.2 strafe mobility is bad news Scouts.
Old Bad News Heavies getting a mobility buff is bad news for Scouts. Aim-assist improvements is bad news for Scouts. Instant Rotation Speed is really bad news for Scouts.
Possible Good News The proposed TacNet changes would likely help us out, but will it be enough? And will we see it introduced along with these other changes?
Personal Opinion (On Topic): When a Scout sneaks up behind you with a Knife or Shotgun in hand, that Scout should win. Consistently. Current strafe speeds render said encounter a 50/50 toss up ... a 10% reduction strikes me as insubstantial and inadequate. Gifting our opponents with more eHP and less movement penalty won't help our odds. These on-topic points, combined with limitless rotation speed and improved aim-assist, offer an already-handicapped-would-be-assassin even lower odds of success and survival. Our most experienced killers are struggling, their stats offered as "off-topic" evidence. This thread and its contents add to our collective concern.
- Shotty GoBang |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1735
|
Posted - 2013.08.14 21:08:00 -
[158] - Quote
Just wondering why health is getting buffed? Gameplay enjoyment suffers when it takes long to kill someone. |
SirManBoy
Molon Labe. League of Infamy
153
|
Posted - 2013.08.14 21:44:00 -
[159] - Quote
A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
|
Arkena Wyrnspire
Turalyon 514
2503
|
Posted - 2013.08.14 21:47:00 -
[160] - Quote
SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be. |
|
Denidil Taureran
Turalyon 514
20
|
Posted - 2013.08.14 22:26:00 -
[161] - Quote
Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be.
especially if they buff armor reppers too. |
Arkena Wyrnspire
Turalyon 514
2505
|
Posted - 2013.08.14 22:27:00 -
[162] - Quote
Denidil Taureran wrote:Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be. especially if they buff armor reppers too.
I don't think that's needed. |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
25
|
Posted - 2013.08.14 23:07:00 -
[163] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Except for the shield penalties, this is AWESOME, but what about skill bonuses regarding the recharge rates of reactive plates? O.O (which should be in effect IMO... >.>) |
BL4CKST4R
WarRavens League of Infamy
1071
|
Posted - 2013.08.14 23:32:00 -
[164] - Quote
Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be.
Only thing I am worried about is people switching to mass drivers as the FOTM. |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
79
|
Posted - 2013.08.14 23:37:00 -
[165] - Quote
trollface dot jpg wrote:CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
Soo..... what you're saying is that in addition to kb/m users being able to instantly change direction with no slow down whatsoever, they will now be able to do so at 90% of run speed? Is there a -1 button anywhere? 'Cause I'm not seeing it...
This is a nerf to strafe speed you illiterate |
Dimmu Borgir II
Consolidated Dust
32
|
Posted - 2013.08.15 00:07:00 -
[166] - Quote
Argon Gas wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s. Don't complain.
Just curious, which suit do you have that doesn't have any high slots and really low shield regeneration? |
godhands9
Black Phoenix Mercenaries
16
|
Posted - 2013.08.15 00:39:00 -
[167] - Quote
I'm vey happy for this...Heavys will be heavys again too..About time for the fatty guys. |
SponkSponkSponk
The Southern Legion
196
|
Posted - 2013.08.15 01:04:00 -
[168] - Quote
BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM.
I think the majority of the Dust population is waaaay ahead of you, there. |
Cosgar
ParagonX
4216
|
Posted - 2013.08.15 01:19:00 -
[169] - Quote
SponkSponkSponk wrote:BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM. I think the majority of the Dust population is waaaay ahead of you, there. Once hit detection gets better, I'll give it a few days. |
godhands9
Black Phoenix Mercenaries
16
|
Posted - 2013.08.15 01:27:00 -
[170] - Quote
I wouln't blame massdriver or slpash damage.I blame player skills..There is other ways to kill massdrivers for sure. |
|
Promethius Franklin
DUST University Ivy League
162
|
Posted - 2013.08.15 02:07:00 -
[171] - Quote
Dimmu Borgir II wrote:Argon Gas wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s. Don't complain. Just curious, which suit do you have that doesn't have any high slots and really low shield regeneration? It would be cool if we didn't pretend high slot count and total base shield HP weren't significant factors in being able leverage shield regen. |
|
CCP Wolfman
C C P C C P Alliance
1165
|
Posted - 2013.08.15 02:28:00 -
[172] - Quote
Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman?
Noticed a few people ask this. This is not intended, we will check on it :-) |
|
BL4CKST4R
WarRavens League of Infamy
1073
|
Posted - 2013.08.15 02:43:00 -
[173] - Quote
CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-)
Since your here did fitting cost for reactives and ferroscales get changed? |
|
CCP Wolfman
C C P C C P Alliance
1167
|
Posted - 2013.08.15 02:57:00 -
[174] - Quote
BL4CKST4R wrote:CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-) Since your here did fitting cost for reactives and ferroscales get changed?
Nopes, we thought about it but decided to leave them alone for now. |
|
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
651
|
Posted - 2013.08.15 03:11:00 -
[175] - Quote
Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this. |
The Tunski
OSG Planetary Operations Covert Intervention
8
|
Posted - 2013.08.15 03:12:00 -
[176] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
Have to agree with this. I'm a shield tanker and I don't wanna be bias. But I don't understand the shield extenders penalty. There a delay already once you lose Shields while armor regens immediately. I'm happy for the Armor tankers out there tho this seems to be fixing things to be more balanced and usable out there on the battlefield. Got a good feeling people will start complaining about gallente logis! Kudos to the fix |
Beren Hurin
The Vanguardians
1092
|
Posted - 2013.08.15 03:15:00 -
[177] - Quote
Heinrich Jagerblitzen wrote:Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this.
Yes and if it is logistics design oriented, could you get into design goals behind this and if you see us meeting those planned goals? There are currently 3 different kinds of remote reps for armor, and its takes a lot more squad skill to utilize them. But it is likely much more powerful to have. |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:19:00 -
[178] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
I present you my eldest daughter as wife, and 100,000,000 ISK dowery. |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 03:21:00 -
[179] - Quote
The Tunski wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Have to agree with this. I'm a shield tanker and I don't wanna be bias. But I don't understand the shield extenders penalty. There a delay already once you lose Shields while armor regens immediately. I'm happy for the Armor tankers out there tho this seems to be fixing things to be more balanced and usable out there on the battlefield. Got a good feeling people will start complaining about gallente logis! Kudos to the fix
there are plenty of responses to your initial poster here. The problem with shields, mechanically right now, is that you can rep like >50 HP/s just a couple of seconds after taking a hit. when we start to see shielded heavies this will be a pretty big problem. |
Mike Poole
Kirkinen Risk Control Caldari State
363
|
Posted - 2013.08.15 03:24:00 -
[180] - Quote
Has anyone called out the bullshit yet?
I vividly recall that after the last big update when strafe speeds first went out of control there were devs in here tossing around everything from it being all in everyone's imagination to it being an intended new mechanic.
NOW they have the balls to come forward and admit it's been a bug all along after they've let people get used to believing it was all intended so they can rationalize keeping it around? |
|
The Tunski
OSG Planetary Operations Covert Intervention
8
|
Posted - 2013.08.15 03:26:00 -
[181] - Quote
Dimmu Borgir II wrote:Argon Gas wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s. Don't complain. Just curious, which suit do you have that doesn't have any high slots and really low shield regeneration?
What he forgets to account for is that nothing can rep shields (outside of what your suit gives ya)besides a LLAV. If your armor tanked logis can rep your armor much faster then what your shields regen. Granted if you can find someone to do this for ya! |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:26:00 -
[182] - Quote
its cool armor is getting a buff. I am all for armor. and i detest shields. but lets not go buckwild with nerfing shields here. When want balance not revenge |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:27:00 -
[183] - Quote
CCP wolfman. since, you guys are monitoring the flaylock, and armor is getting buffed. will there be any improvements made to the flaylocks to help them be more competetive with other side arms? |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:36:00 -
[184] - Quote
BL4CKST4R wrote:Only thing I am worried about is people switching to mass drivers as the FOTM.
don't you mean ARs... oh wait... |
D legendary hero
THE WARRIORS OF LEGEND
632
|
Posted - 2013.08.15 03:38:00 -
[185] - Quote
godhands9 wrote:I wouln't blame massdriver or slpash damage.I blame player skills..There is other ways to kill massdrivers for sure.
skill?...lolz thats for noobs, real pros complain on the forums to get splash damage and explosives nerfed. like flaylocks...lol |
zzZaXxx
The Exemplars Top Men.
179
|
Posted - 2013.08.15 04:46:00 -
[186] - Quote
CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-)
CCP Wolfman, thank you for these changes! The changes to Armor Plates are a big step towards balance. However, the numbers are still shouting that Reactive Plates, and to a lesser extent Ferroscale Plates, will remain broken! Can these numbers be tweaked before 1.4? CCP Fozzie and CCP Rise have benefitted hugely from putting out numbers and responding to feedback from the community. I beg you to consider our responses on the forums as you start to finalize your numbers. If you hear feedback that makes sense to you, please respond and let's find the best solution through dialogue between the dev and his trusty play testers.
Here is my feedback on Reactive Plates:
First off, are you saying that Reactive Plates will be buffed by both armor skills? So complex should give 2.5 hp/s? Assuming this is what you are saying and that you will implement this, here is what 2 Complex Reactive Plates look like compared to 1 Enhanced or Complex Armor Plate and 1 Complex Armor Repairer:
2 Complex Reactive Plates : 132 hp, 2% movement penalty, 5 hp/s repair 72 CPU, 32 PG
1 Enhanced Armor Plate and 1 Complex Armor Repairer: 121 hp, 3% movement penalty, 6.5 hp/s repair 65 CPU, 17 PG
1 Complex Armor Plate and 1 Complex Armor Repairer: 148.5 hp, 5% movement penalty, 6.5 hp/s repair 75 CPU, 23 PG
The second combination seems to me to provide the most bang for the buck, but both the latter two are clearly superior to the 2 reactive plates. The stats are close enough to be a matter of taste, but the fitting requirements for the reactive plates are monstrous in comparison! Please consider reducing the fittings for them, especially PG. Right now I don't think anyone can see any use for them, and it's not for lack of trying.
Moving them to high slots would break the lore since they are armor plates. The only argument there can be currently for using reactive plates is for a shield tanker to use just one, but who has 36 CPU and 16 PG to blow on 66 hp and 2.5 hp/s rep? I think if their PG were reduced then they would be useful in this role and perhaps could find a place in an armor tanker's fitting. If you don't increase their bonuses or reduce their fittings they will continue to gather dust.
Thanks for your time! I know you're busy. I strongly believe these discussions can be huge time savers in the end for CCP though so hopefully the forums will yield a fruitful exchange. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
387
|
Posted - 2013.08.15 04:50:00 -
[187] - Quote
What about backpedaling speed? Right now it's too high dont' you think? |
Cosgar
ParagonX
4228
|
Posted - 2013.08.15 04:58:00 -
[188] - Quote
Ludvig Enraga wrote:What about backpedaling speed? Right now it's too high dont' you think? Nova Knifer, right? What happened to giving them a lunge attack? |
zzZaXxx
The Exemplars Top Men.
179
|
Posted - 2013.08.15 05:04:00 -
[189] - Quote
Wolfman, a quick note here on Ferroscale Plates. Now that movement penalties on armor plates have been reduced, while both plates have been given more hp, the benefit of ferroscale plates is greatly diminished. Which of the following do you think is the best choice?
Basic Armor Plates 93.5 hp, 2% movement penalty 10 CPU, 1 PG
Complex Ferroscale Plates 82.5 hp, 0% movement penalty 39 CPU, 14 PG
I'll take more hp and waaaaaaaaaaay less fitting cost and happily eat the 2% movement penalty. Don't get me wrong, I think the new numbers for Armor Plates are a big step in the right direction, but if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
Ever.
Seriously. :) So maybe give them more hp?
Thanks for your time and keep it rolling! |
SponkSponkSponk
The Southern Legion
200
|
Posted - 2013.08.15 05:16:00 -
[190] - Quote
zzZaXxx wrote:if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
I have mentioned before how basic plates are out of whack, which throws off the entire reactive and ferroscale lines.
If the basic plate were nerfed, and normal plates gave a flat -5% stamina penalty, then ferroscale plates would have a clear niche. At the moment, they just don't have any role where they are worth it. |
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
96
|
Posted - 2013.08.15 05:28:00 -
[191] - Quote
True Adamance wrote:Sgt Kirk wrote:BROTHERS IT'S BEEN TO LONG.
MY GALLENTE BROTHERS AND SISTERS, NOW WE WILL SHOW THEM THE ERROR OF THEIR WAYS.
GIVE THEM HELL AND SHOW NO MERCY. Why the hell do people leave out the Amarr. We're the best armour tankers in all of New Eden. Not in Dust, silly. Somehow, the normal New Eden rules don't apply here. We have Minmatar suits with more high slots than Caldari, Gallente better armor tankers than Amarr, and speaking of Amarr, they like a mix of shield and armor, and *they* are the race that likes active armor repairing. This certainly isn't the Eve-O's race lineup. We have damage mods that go in the highs, that actually use the mid symbol, etc. etc.....it's a wild, wild west. |
XANDER KAG
Red Star. EoN.
184
|
Posted - 2013.08.15 05:41:00 -
[192] - Quote
well its a good thing I went proto for armor skills... |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:49:00 -
[193] - Quote
Heinrich Jagerblitzen wrote:Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this.
If armor repair speed is brought to roughly the same speed as shield recharge, either through buffing armor or nerfing shields or both, shield transporters need to be introduced at the same time. Otherwise armor will be extremely OP. Hopefully that's how it will play out, though I think higher hp with slower but constant repair is one of the things that makes armor distinct. Wolfman is helping along the higher hp part but I think the rep is still too slow, or if its fast enough it's at the expense of one too many low slots, thereby cutting into the high hp part of the equation.
I think an elegant solution would be to give all suits passive armor repair (maybe just 1 hp/s for Caldari, 4 for Gallente) and alter the function of armor repairers to multiplying that repair rate by a percentage. So, for example, if a Complex Armor Repairer increased a suit's rep amount (or rate) by 120%, it might (with skill bonus) increase a Gallente Assault dropsuit's armor repair from 4 hp/s to 10 hp/s, and a second would take it to 16 hp/s. However a Caldari Assault's progression would be from 1 hp/s passive to 2.5 hp/s and then to 4 hp/s.
This mechanic would allow armor tankers to repair faster while not giving shield tankers the opportunity to use a buffed module to make up the difference and remain superior with their suit bonuses that are independent from modules. Of course this would require some fine tuning, such as reducing Gallente shield recharge rate or not nerfing shield recharge delay, etc. Just my 0.02 ISK. |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:52:00 -
[194] - Quote
SponkSponkSponk wrote:zzZaXxx wrote:if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever. I have mentioned before how basic plates are out of whack, which throws off the entire reactive and ferroscale lines. If the basic plate were nerfed, and normal plates gave a flat -5% stamina penalty, then ferroscale plates would have a clear niche. At the moment, they just don't have any role where they are worth it.
I don't think nerfing armor plates is the answer. Ferroscale and reactive plates need to be be buffed to be in line with where armor plates are now. |
Zero Harpuia
WarRavens League of Infamy
635
|
Posted - 2013.08.15 06:07:00 -
[195] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
You don't seem to get it, do you? Shields regenerate silly. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
150
|
Posted - 2013.08.15 06:26:00 -
[196] - Quote
Ya I can have 521 armor and still heal at 20/s. |
Kekklian Noobatronic
Goonfeet Top Men.
297
|
Posted - 2013.08.15 07:45:00 -
[197] - Quote
Let's have Maths shal we?
Two people, both with equivalent EHP take the same amount of damage.. One is a Shield tanker, one is Armor. Let's break it down and see who comes out ahead..
Shield Tanker: 450 Shield, 150 Armor The Shield Tanker has no regeneration mods, just complex extenders. We assume the Shield Tanker is in a Caldari suit with 25hp/sec shield regen
Armor Tanker: 150 Shield, 450 Armor The Armor Tanker has 1 Complex Repair Module and Max Rank Armor Repair. He is also wearing a combination of Complex and Enhanced armor plates. We assume the Armor Tanker is in an Amarr suit(purity yo) with 20 hp/sec shield regen.
Already the Armor Tanker is investing more SP than the Shield Tanker to obtain higher EHP and still get self repair. The Shield Tanker has to get 1 skill to V - the Armor needs to get 2 skills to V.
They both take - through combined arms - a total of 450 damage before they're able to retreat. Don't complain about semantics, this is strictly for analysis of regeneration numbers. All figures from here out are in the format of ST(Shield Tanker) or AT(Armor Tanker) - Shield/Armor. Seconds 1 - 5: ST - 0 / 150 AT - 0 / 208 ST - 0 / 150 AT - 0 / 216 ST - 0 / 150 AT - 0 / 224 ST - 0 / 150 AT - 0 / 232 ST - 0 / 150 AT - 0 / 240
Advantage: Armor Tanker (By 90)
Seconds 6 - 10 ST - 25 / 150 AT - 20 / 248 ST - 50 / 150 AT - 40 / 256 ST - 75 / 150 AT - 60 / 264 ST - 100 / 150 AT - 80 / 272 ST - 125 / 150 AT - 100 / 280
Advantage: Armor Tanker (By 105)
Seconds 11 - 15 ST - 150 / 150 AT - 120 / 248 ST - 175 / 150 AT - 140 / 256 ST - 200 / 150 AT - 150 / 264 ST - 225 / 150 AT - 150 / 272 ST - 250 / 150 AT - 150 / 280
Advantage: Armor Tanker (By 30) At this point, the Shield Tanker regen is fast closing the gap that the Armor tanker gained during the shield down time. A use of a Shield Regulator will drastically alter these numbers.
Seconds 16 - 20 ST - 275 / 150 AT - 150 / 288 ST - 300 / 150 AT - 150 / 296 ST - 325 / 150 AT - 150 / 304 ST - 350 / 150 AT - 150 / 312 ST - 375 / 150 AT - 150 / 330
Advantage: Shield Tanker (By 45)
Seconds 21-23 ST - 400 / 150 AT - 150 / 338 ST - 425 / 150 AT - 150 / 346 ST - 450 / 150 AT - 150 / 354
Advantage: Shield Tanker (By 96) At this point(23 Seconds), the shield tanker is ready to re-engage in combat. The armor tanker will take an additional 12 seconds to reach full armor.
Breaking the number down like this, with a lopsided comparison (but one that represents the majority of fits nowadays, with Shields only taking Extenders and Armor taking both Rep and Extenders) shows a clear advantage to Shields. In addition, shield tankers have routes to drastically increase their capability to re-enagage in combat. An enhanced Regulator and Recharger will DRASTICALLY alter these numbers in a shield tankers favor, as shield tankers have low slots to burn. Armor tankers have to use every low slot in order to fit their buffer and tank.
I'll do a google doc showing some different fitting types, but the problem with the balance comes down to the fact that shield tankers simply have more options, and reaching a balance 'sweet spot' is not as easy as we all think it is, especially when you factor in that Armor Tankers that do not use shields in the highs are free to instead use Damage Mods - something a shield tankers has to suffer survivability loss in order to fit. Maybe if there were low slow damage mods, and high slot repair-affecting modules, we could start to see some real choices and balance enter the mix.
|
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
620
|
Posted - 2013.08.15 09:24:00 -
[198] - Quote
Let me go over a few things first.
I am an armor tanker, and as much as this makes me squeal with joy, I have to warn you guys about some things that you might have overlooked.
First of all, I think that the double buff is not a good idea. All the plates really needed were a decrease in the speed penalty. With the extra armor on top of that, it might turn disastrous. This is because with the lower speed penalty, it means that using complex plates is now a viable option (before, the speed penalty was too great for the complex plates to actually be worthwhile).
Second, Ferroscale plates might be better, but the cpu/pg cost still makes them worthless compared to the new basic plates. For instance, why would you use a 35hp ferroscale when you can equip an 80hp basic plate that uses up barely any pg/cpu, at the cost of only a 2% movement penalty. Just a thought.
Third, with this update, shields will not need any added penalties. In fact, I suggest you guys increase the enhanced shield extender to 44 to make it more in line with the new reactive plates values as currently only complex extenders are the way to go. ________________________
On a positive note, this is a great update for sentinels and armor tankers! The biggest issue with armor, like I mentioned before, is that the more armor you had, the faster you were killed. This was because the movement speed penalty was too much, especially for heavies. The faster you can move in this game, the more bullets you can dodge...so slow moving targets could be taken down easily.
With this update, a heavy can have 1100 armor, with another 500 shield on top for a total EHP of 1600! Gallente logi's can have 950 armor
I'm definitely excited. And the best part is that everyone will skill into armor now so that my mass driver can chew through even more players! (On the other hand, the mass driver might become less effective against good armor tankers) |
Rogue Saint
Science For Death The Shadow Eclipse
100
|
Posted - 2013.08.15 10:13:00 -
[199] - Quote
Pandora Mars wrote:A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armour has a penalty, shield extenders currently don't.
Pandora Mars wrote:Armor needs a Repper (1-1)
Aye, and currently does not rep as much as your passive shield gen.
Pandora Mars wrote:Reppers work constantly while Shield is delayed (2-1)
But you do not use a slot to get your shields back!
Pandora Mars wrote:Armor slows you down (2-2)
With futuristic composites and alloys I'm even surprised that armour should slow you down! Its not like I'm strapping 6 inch titanium to my front/back!
|
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 11:46:00 -
[200] - Quote
zzZaXxx wrote:Wolfman, a quick note here on Ferroscale Plates. Now that movement penalties on armor plates have been reduced, while both plates have been given more hp, the benefit of ferroscale plates is greatly diminished. Which of the following do you think is the best choice?
Basic Armor Plates 93.5 hp, 2% movement penalty 10 CPU, 1 PG
Complex Ferroscale Plates 82.5 hp, 0% movement penalty 39 CPU, 14 PG
I'll take more hp and waaaaaaaaaaay less fitting cost and happily eat the 2% movement penalty. Don't get me wrong, I think the new numbers for Armor Plates are a big step in the right direction, but if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
Ever.
Seriously. :) So maybe give them more hp?
Thanks for your time and keep it rolling!
Neither, ferroscale fitting costs haven't been changed so those plates, along with reactive, are not meant to be stacked. |
|
Greasepalms
Ahrendee Mercenaries EoN.
168
|
Posted - 2013.08.15 13:04:00 -
[201] - Quote
i think ferroscales should offer the same level of protection as standard plates but at the cost of higher cpu/pg requirements (the ones there are now) |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 14:32:00 -
[202] - Quote
Epicsting pro wrote:Ya I can have 521 armor and still heal at 20/s.
you could also have 700 something armor and have a freindly/nanohive heal you the same. |
Ren Ratner
Infinite Raiders
53
|
Posted - 2013.08.15 16:42:00 -
[203] - Quote
Loving the armor buffs, but I'm not sure about the possible shield nerf. It's important to note that armor tanks have Logis repairing them during combat while shield tanks must escape combat for x amount of time in order to regain shields. Nerf them too hard and you're just going to reverse the perspective of the "shield tanking pwns armor tanking" QQ threads.
I get that there's a stacking penalty for armor plates while there is no such thing for shields, but as a Logi w/repair tool, I've always thought people cried a little too much about shields>armor. Where's your repair tool logi? You don't have one? Well that's why your crying. Shield tanking DOES have a penalty, they rely entirely on passive regeneration outside combat (unless the mythical LLAV shield repair tool happens to lock on to you, which doesn't happen because there's no WP reward). |
Charlotte O'Dell
0uter.Heaven EoN.
929
|
Posted - 2013.08.15 17:15:00 -
[204] - Quote
Better armor -> more armor tanked suits -> more explosives -> mass driver nerf in 1.6 -> AR is once again the best possible weapon in all situations |
Knight Soiaire
Better Hide R Die
1791
|
Posted - 2013.08.15 17:27:00 -
[205] - Quote
CCP Wolfman wrote:FLAYLOCK Steve wrote:So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast Not at the same speed, at 90% of the max run (not sprint) speed of the dropsuit you are using. We're hoping to give the scouts some love in 1.5 but the vehicle rebalance is our priority so keep your fingers croseed we have time.
1.5?
Lolno. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
658
|
Posted - 2013.08.15 18:40:00 -
[206] - Quote
zzZaXxx wrote: If armor repair speed is brought to roughly the same speed as shield recharge, either through buffing armor or nerfing shields or both, shield transporters need to be introduced at the same time. Otherwise armor will be extremely OP. Hopefully that's how it will play out, though I think higher hp with slower but constant repair is one of the things that makes armor distinct. Wolfman is helping along the higher hp part but I think the rep is still too slow, or if its fast enough it's at the expense of one too many low slots, thereby cutting into the high hp part of the equation.
I think an elegant solution would be to give all suits passive armor repair (maybe just 1 hp/s for Caldari, 4 for Gallente) and alter the function of armor repairers to multiplying that repair rate by a percentage. So, for example, if a Complex Armor Repairer increased a suit's rep amount (or rate) by 120%, it might (with skill bonus) increase a Gallente Assault dropsuit's armor repair from 4 hp/s to 10 hp/s, and a second would take it to 16 hp/s. However a Caldari Assault's progression would be from 1 hp/s passive to 2.5 hp/s and then to 4 hp/s.
This mechanic would allow armor tankers to repair faster while not giving shield tankers the opportunity to use a buffed module to make up the difference and remain superior with their suit bonuses that are independent from modules. Of course this would require some fine tuning, such as reducing Gallente shield recharge rate or not nerfing shield recharge delay, etc. Just my 0.02 ISK.
Totally agree on the issue of parity with shield tanking, I don't want to see the repair rates equilized either, it would be kind of boring frankly.
The lovely thing about giving all suits a small token repair rate is not only does it remove the "need" to fit an armor repair unit on a lot of fits (which than feels like a "wasted" slot to many), it also frees up the Logistics role bonus to be changed to grant extra equipment fitting room for all the racial suits. Each racial Logi variant can than acquire a bonus to the effectiveness of one of the various types of equipment offered (i.e. remote explosives for Minmatar, armor repair for Gallente, nanohives for Amarr, uplinks for Caldari). |
Iron Wolf Saber
Den of Swords
7328
|
Posted - 2013.08.15 20:06:00 -
[207] - Quote
D legendary hero wrote:CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman I present you my eldest daughter as wife, and 100,000,000 ISK dowery.
Honey Glazed Lamb. |
FATPrincess - XOXO
Shining Flame Amarr Empire
440
|
Posted - 2013.08.15 20:46:00 -
[208] - Quote
Aiming is already hard enough for DS3 players...
*Proceeds to increase strafe speed*
-XOXO |
Viktor Zokas
187.
222
|
Posted - 2013.08.15 20:49:00 -
[209] - Quote
My jimmies have been rustled. |
Niuvo
The Phoenix Federation
349
|
Posted - 2013.08.15 21:06:00 -
[210] - Quote
Thanks for the armor buff, my gal scout was suffering. |
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Enkidu Camuel
Ahrendee Mercenaries EoN.
115
|
Posted - 2013.08.16 00:57:00 -
[211] - Quote
Charlotte O'Dell wrote:Better armor -> more armor tanked suits -> more explosives -> mass driver nerf in 1.6 -> AR is once again the best possible weapon in all situations
True, but it's obvious that everyone here is ignoring the Minmatar Combat Rifle which is soon to be released (I hope in 1.4) the Combat Rifle is the Minmatar version of the Scrambler Rifle , but instead of cutting shields like butter it will destroy armors with its armor damage bonus... so imagine this: Prototype Combat Rifle + maxed proficiency + one or two damage mods.
So what explosives you need when you will be able to shred a heavy or any armor suit in seconds from a safe distance with faster DPS? oh also you will be able to deal decent damage to shields with high prof and damage mods. |
Galvan Nized
Deep Space Republic Top Men.
209
|
Posted - 2013.08.16 09:34:00 -
[212] - Quote
BL4CKST4R wrote:
-Shield repair is 2-3 times larger than armor repair. -There are 12 weapons to kill armor, only 9 to kill shields. From that 12 you will find the most powerful weapons in the game, this includes the forge gun, locus grenades, the mass driver, and the HMG. -Armor has a rep tool, shields have a rep vehicle. -Armor makes you slower (already mentioned) but there is a bucket load of disadvantages that come from being slower. -Shield tanking has modules on high and low -Shield tanking does not have to compromise their tank to use CPU/PG modules, while armor tanking is extremely resource intensive, talk about the 1-2 hit combo. -Shield tanking there a 30% damage reduction against explosives. -Armor tanking gets a 10-20% damage reduction against some rifles. -Armor gets higher HP. -When shields drop you don't die, when armor drops you die.
Let's sum it up: Shields- 9 Armor- 5
This is just wrong on many things.
-First off there is 6v6 weapons for shields and armor after you remove what kills both (REs) and what has not been added yet. Check out the weapon ranges dev blog and count them yourself. Remember to remove things like swarms as they cannot target dsuits and this is not a vehicle debate. -Armor has rep tool AND triage hives... shields have nothing. -With the changes proposed armor penalty will be easily negated with 1, SERIOUSLY 1, KinCat. The movement penalty is minimal now. -Shields do have a low mod but no equipment (armor gets 2) plus there is only 1 kind of extender that is worth anything, armor gets 9...all being useful. -Shields are resource intensive as well but do get CPU/PG enhancers so advantage shields, we'll see how the penalty plays out. -Explosives are supposed to be 120% to armor 80% to shields, check out the weapon ranges Dev Blog, the fact that it is not is a known bug. -Lasers are 120% Shields 80% armor, there are more Lasers than Explosive weapons after removing REs and swarms (seriously check out the Dev Blog) -Armor gets more HP at all levels (even standard vs Pro shield) -Shields don't have that buffer in front like armor does, plus 0 Armor does not mean death if shields are recharging.
This is a pendulum shift not balance. I'm glad for a change but it all will just be fixed again in 3-6 months once shields start falling away. Shields will be the minority soon, which is fine, Armor fought that fight for ages. |
BL4CKST4R
WarRavens League of Infamy
1081
|
Posted - 2013.08.16 12:42:00 -
[213] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
-Shield repair is 2-3 times larger than armor repair. -There are 12 weapons to kill armor, only 9 to kill shields. From that 12 you will find the most powerful weapons in the game, this includes the forge gun, locus grenades, the mass driver, and the HMG. -Armor has a rep tool, shields have a rep vehicle. -Armor makes you slower (already mentioned) but there is a bucket load of disadvantages that come from being slower. -Shield tanking has modules on high and low -Shield tanking does not have to compromise their tank to use CPU/PG modules, while armor tanking is extremely resource intensive, talk about the 1-2 hit combo. -Shield tanking there a 30% damage reduction against explosives. -Armor tanking gets a 10-20% damage reduction against some rifles. -Armor gets higher HP. -When shields drop you don't die, when armor drops you die.
Let's sum it up: Shields- 9 Armor- 5
This is just wrong on many things. -First off there is 6v6 weapons for shields and armor after you remove what kills both (REs) and what has not been added yet. Check out the weapon ranges dev blog and count them yourself. Remember to remove things like swarms as they cannot target dsuits and this is not a vehicle debate. -Armor has rep tool AND triage hives... shields have nothing. -With the changes proposed armor penalty will be easily negated with 1, SERIOUSLY 1, KinCat. The movement penalty is minimal now. -Shields do have a low mod but no equipment (armor gets 2) plus there is only 1 kind of extender that is worth anything, armor gets 9...all being useful. -Shields are resource intensive as well but do get CPU/PG enhancers so advantage shields, we'll see how the penalty plays out. -Explosives are supposed to be 120% to armor 80% to shields, check out the weapon ranges Dev Blog, the fact that it is not is a known bug. -Lasers are 120% Shields 80% armor, there are more Lasers than Explosive weapons after removing REs and swarms (seriously check out the Dev Blog) -Armor gets more HP at all levels (even standard vs Pro shield) -Shields don't have that buffer in front like armor does, plus 0 Armor does not mean death if shields are recharging. This is a pendulum shift not balance. I'm glad for a change but it all will just be fixed again in 3-6 months once shields start falling away. Shields will be the minority soon, which is fine, Armor fought that fight for ages.
- I removed REs and Swarms... If I added REs and Swarms it would be 14, but REs kill everything and Swarms don't kill infantry therefore 12, if you count it is 11 but I added locus grenades. - Once the vehicles are fixed you get the shield transporter, which can be used on yourself if you do it right. - Kinetic Catalyzer only affects sprint speed, the movement penalty is not minimal, it is less penalizing but not minimal. - Well until this bug is fixed, which CCP says it doesn't exist because last time I checked they said explosives are working as intended, it is an advantage to shields. - Laser weapons do not do burst damage, in fact there are no anti shield weapons that do burst damage. Except the Rail gun installation. - If you were to take the resistances of shield, and the resistances of armor and convert them into a numerical HP value you would see that shields have a lot more HP than what you can see. - Most armor tankers have a very low shield buffer to begin with, and when the shield delay bug is fixed 0 armor will mean death.
Shields will not be the minority when all of the weapons roll out. If anything armor is still going to be weak against shields until we get racial bonuses for them. I have been building shield and armor suits with a fitting tool and shields suits still get more EHP than armor suits when using the same amount of modules, although the HP difference is a lot smaller around 30-60 HP (keep in mind that shields are still more resistant to damage to they still get more HP than what we can see) per role variant, and a speed difference of 2.5-7% between shield suits and armor suits. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
|
Posted - 2013.08.16 18:26:00 -
[214] - Quote
So, I didn't feel like reading all of the posts, but I searched for "heavy turning speed" and was led to this thread.
My question is: Does the movement penalty from the armor plates count towards turning speed?
I'm asking because it's a little frustrating not being able to track opponents in CQC even without armor plates when that's really all I'm good for unless I decide to forge "snipe".
And I don't mind not being able to out run opponents, but last night I'd run into people using shotguns and they'd just run right past me only to turn around and kill me before I could turn around. |
zzZaXxx
The Exemplars Top Men.
184
|
Posted - 2013.08.16 18:26:00 -
[215] - Quote
Quick question for the Wolfman:
Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed? |
Shotty GoBang
Pro Hic Immortalis League of Infamy
577
|
Posted - 2013.08.16 18:30:00 -
[216] - Quote
zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
CCP Wolfman wrote: ... 90% of the max run (not sprint) speed of the dropsuit you are using.
Run Speed =/= Sprint Speed, ergo KinCats will not affect strafe speed. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
|
Posted - 2013.08.16 18:34:00 -
[217] - Quote
Shotty GoBang wrote:zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
Run Speed =/= Sprint Speed
Lol, if that weren't the case all the dedicated heavies would either quit or ask for respec to become medium suits. |
zzZaXxx
The Exemplars Top Men.
184
|
Posted - 2013.08.16 19:15:00 -
[218] - Quote
Shotty GoBang wrote:zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
CCP Wolfman wrote: ... 90% of the max run (not sprint) speed of the dropsuit you are using.
Run Speed =/= Sprint Speed, ergo KinCats will not affect strafe speed.
So run speed means movement speed? |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
137
|
Posted - 2013.08.16 19:17:00 -
[219] - Quote
zzZaXxx wrote:Shotty GoBang wrote:zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
CCP Wolfman wrote: ... 90% of the max run (not sprint) speed of the dropsuit you are using.
Run Speed =/= Sprint Speed, ergo KinCats will not affect strafe speed. So run speed means movement speed?
Yeah, it's not like anyone but Heavies are taking a stroll around the battlefield. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
577
|
Posted - 2013.08.16 19:50:00 -
[220] - Quote
zzZaXxx wrote:Shotty GoBang wrote:zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
CCP Wolfman wrote: ... 90% of the max run (not sprint) speed of the dropsuit you are using.
Run Speed =/= Sprint Speed, ergo KinCats will not affect strafe speed. So run speed means movement speed?
Methinks "movement speed" in this context is overly broad, as there are different degrees of movement speed.
A DS3 user (like me) either sprints when he clicks sprint or "moves" at a speed determined by degree of analog stick displacement. Wolfman's run speed -- I'm assuming -- is reached when the analog stick is maxed out but sprint has not been engaged.
No idea how this translates to KB/M, as keyboard keys generally aren't pressure sensitive. Do KB/M users always move at run speed unless sprinting? |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1493
|
Posted - 2013.08.16 20:19:00 -
[221] - Quote
I-Shayz-I wrote:Let me go over a few things first.
I am an armor tanker, and as much as this makes me squeal with joy, I have to warn you guys about some things that you might have overlooked.
First of all, I think that the double buff is not a good idea. All the plates really needed were a decrease in the speed penalty. With the extra armor on top of that, it might turn disastrous. This is because with the lower speed penalty, it means that using complex plates is now a viable option (before, the speed penalty was too great for the complex plates to actually be worthwhile).
Second, Ferroscale plates might be better, but the cpu/pg cost still makes them worthless compared to the new basic plates. For instance, why would you use a 35hp ferroscale when you can equip an 80hp basic plate that uses up barely any pg/cpu, at the cost of only a 2% movement penalty. Just a thought.
Third, with this update, shields will not need any added penalties. In fact, I suggest you guys increase the enhanced shield extender to 44 to make it more in line with the new reactive plates values as currently only complex extenders are the way to go. ________________________
On a positive note, this is a great update for sentinels and armor tankers! The biggest issue with armor, like I mentioned before, is that the more armor you had, the faster you were killed. This was because the movement speed penalty was too much, especially for heavies. The faster you can move in this game, the more bullets you can dodge...so slow moving targets could be taken down easily.
With this update, a heavy can have 1100 armor, with another 500 shield on top for a total EHP of 1600! Gallente logi's can have 950 armor
I'm definitely excited. And the best part is that everyone will skill into armor now so that my mass driver can chew through even more players! (On the other hand, the mass driver might become less effective against good armor tankers)
Mostly yes but with a quick example of no.
When looking at these changes with the explosive profile change included it does seem unlikely that shields will need a drawback but only time will tell, good move there on CCPs part testing before adding that mechanic.
In general I agree with your assessments above I-Shayz-I but your first point I have to dissent on. I've long held that a mild increase to the TTK (if focused on via fits) would be a positive step in game and that raw HP needs to be the core advantage of armor but that the speed penalty would have to be scaled back before even that buffer increase was going to prove useful.
Personally I'd have raised the buffer more and lowered the speed reduction less but I think this way works too. All in all these seem like positive changes even with the double buff. Ideally armor and shields should both be meaningful enough that players start to take note of the damage profiles on weapons and include that in their tactical play and team work. A higher potential TTK is also valuable in specializing fits, because it heightens the desirability of damage mods as well as the validity of heavy and hybrid tanking. It's hard to be sure only looking at numbers but as far as untested assessments go I think this one is a good starting place for the change.
0.02 ISK Cross |
jace silencerww
D3M3NT3D M1NDZ
5
|
Posted - 2013.08.16 21:00:00 -
[222] - Quote
well this stinks for snipers. 1600 heavies lol even on a caldari logi with 5 complex damage mods (roughly 20-30%, 30% in this case) and maxed sniper rifle proficincy(15%) with a headshot (175%) with a Thale TAR-07 (355.3damage) = max damage (994.84) on these new heavies means two headshots to kill or a headshot and 2 body hits to kill. lol then a sniper range is on avg 350-450m. snipers are screwed lol ok 2-3 shots on a heavies are ok but now 2-3 shot a logis is just Funny. snipers need more range if we have to 2-3 shot 2-4 people but it will be 4-5 shot with the other proto sniper rfles not including the charge but the charge is a stupid sniper rifle why ccp has it is beyond me. it is the odd & only sniper rifle that charges if there were others then fine but why has it to begin with. |
General Erick
Onslaught Inc RISE of LEGION
61
|
Posted - 2013.08.16 21:28:00 -
[223] - Quote
Can I hug you? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1875
|
Posted - 2013.08.17 00:20:00 -
[224] - Quote
So, are they changing MLT armor plates as well? I forgot to ask him that. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
146
|
Posted - 2013.08.17 00:30:00 -
[225] - Quote
Zeylon Rho wrote:So, are they changing MLT armor plates as well? I forgot to ask him that.
I think yes?
Unless they're keeping the MLT plates whatever they are now and bumping up the basic to 85, then 110 and 135(?) for enhanced and complex respectively.
But yeah right now the basic lates are the same as MLT just with decreased pg/cpu requirements.... sooooo it could go either way... like a bisexual. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
146
|
Posted - 2013.08.17 00:31:00 -
[226] - Quote
General Erick wrote:Can I hug you?
As long as you don't get a chub. |
medomai grey
WarRavens League of Infamy
106
|
Posted - 2013.08.17 04:24:00 -
[227] - Quote
In regards to:
Faster Strafing Speeds - The controller using player base enjoys not being able to track opponents simply moving side to side? Dust is full of masochist apparently.
Buffing Infantry Armor Tanking - Awesome. But the Gallente will still complain. Why you ask? Because they're Gallente and they don't know how to use their own gear.
Adding Penalties to Shield Extenders - Makes no sense unless shield extenders were getting buffed to give around the same HP as armor plates or ferroscale plates were removed from the game. The ferroscale plates are like the current shield extenders; they both give a modest boost in HP with no penalties. Just adding a penalty to shield extenders and doing nothing else would make shield tanking inferior to armor tanking; not balanced.
|
Doc Noah
Algintal Core Gallente Federation
457
|
Posted - 2013.08.17 05:22:00 -
[228] - Quote
medomai grey wrote:Adding Penalties to Shield Extenders - Makes no sense unless shield extenders were getting buffed to give around the same HP as armor plates or ferroscale plates were removed from the game. The ferroscale plates are like the current shield extenders; they both give a modest boost in HP with no penalties. Just adding a penalty to shield extenders and doing nothing else would make shield tanking inferior to armor tanking; not balanced.
Where does that leave armor tankers who have all the penalties? No inert armor repair like shield regen, heavy speed penalties, and the farther up the mod tier tree you go the higher the speed penalty to armor gain ratio. Shields never had a penalty, EVER. Theres obsolutely no negatives for stacking 4 complex shield extenders.
How is ferroscale even closely compareable to shields? When they add in 5 armor repair with every ferroscale plate, THEN you can start comparing them to shield's default 20 hp shield regen. Ferroscale arent meant for armor tankers, but for those who want a little extra armor buffer without any speed penalties, scouts and shield tankers like them. Did I mention the fitting requirement for those mods?
Both needed their pros and cons, armor didnt have enough pros to warrant their cons hence the buff in 1.4 My guess as to why they're considering adding a penalty to shield ext is that they thought of two possible solutions to fix the shield and armor imbalance, 1) Buff armor OR 2) Add penalty to stacking shields They felt the former was the better solution and if need be, the latter will be included which I dont think would be necessary with these new numbers.
Stacking complex shields is a no brainer. Stacking armors takes careful consideration. Thats where the differences start. |
zzZaXxx
The Exemplars Top Men.
185
|
Posted - 2013.08.17 06:17:00 -
[229] - Quote
There's no variation for KBM. It's just stop go. Not sure about he smoothing. Well see about that aiming soon. Life might be getting harder for KBM folks. |
vato LOKO1991
LATINOS KILLERS CORP Amenaza Inminente
0
|
Posted - 2013.08.17 10:19:00 -
[230] - Quote
The most benefit is gonna go to the heavy amar obvious reasons and since you reduce a couple of the abilities on the caldari suit i dont see how making a amar stronger is fair if you got complains about the caldari been too strong you will see even more complains when people realize how much stronger the amar ia gonna becomr
|
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INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
21
|
Posted - 2013.08.17 16:50:00 -
[231] - Quote
Mobius Wyvern wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Because there's absolutely no disadvantage to using them. You can stack 4 of them together and you don't get penalized. However, armor plating requires you to sacrifice movement speed. Honestly, I still think it would be better to have the plates affect acceleration, so you just take a little longer to reach full movement speed, but this is nice too. Does a single tier 1 grenade called a flux wiping all my shields count as a disadvantage? How about RECHARGE DELAY would that be a disadvantage? How about less hp per module, would that be considered a disadvantage? The reason these people do not get the way these things balance is because this isn't about shields vs armor its baddys and fail hards vs decent fps players and its never going to change. |
Patrick57
GunFall Mobilization Covert Intervention
46
|
Posted - 2013.08.17 17:29:00 -
[232] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
21
|
Posted - 2013.08.17 20:38:00 -
[233] - Quote
Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time...... |
gargantuise aaron
Sanguine Knights
67
|
Posted - 2013.08.17 20:52:00 -
[234] - Quote
Penalize extenders? Nerf flux grenade |
wripple
WarRavens League of Infamy
13
|
Posted - 2013.08.18 20:34:00 -
[235] - Quote
Can we please fix hit detection before we buff strafe speed? |
BL4CKST4R
WarRavens League of Infamy
1116
|
Posted - 2013.08.18 23:23:00 -
[236] - Quote
wripple wrote:Can we please fix hit detection before we buff strafe speed?
Strafe is being nerfed please read... Also hit detection and aiming all of that is being "fixed" in 1.4 |
BL4CKST4R
WarRavens League of Infamy
1116
|
Posted - 2013.08.18 23:25:00 -
[237] - Quote
INFINITE DIVERSITY IDIC wrote:Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time......
And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari. |
Deluxe Edition
TeamPlayers EoN.
715
|
Posted - 2013.08.19 00:46:00 -
[238] - Quote
this will not end well. |
BL4CKST4R
WarRavens League of Infamy
1119
|
Posted - 2013.08.19 00:48:00 -
[239] - Quote
Deluxe Edition wrote:this will not end well.
It might and it might not, it depends if CCP does any dropsuit changes also. And if they do any changes to dual tanking. |
General Erick
Onslaught Inc RISE of LEGION
61
|
Posted - 2013.08.19 02:35:00 -
[240] - Quote
Interplanetary Insanitarium wrote:General Erick wrote:Can I hug you? As long as you don't get a chub. Too late |
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Rugman91
Deep Space Republic Top Men.
199
|
Posted - 2013.08.19 09:37:00 -
[241] - Quote
It's very disapointing to see no mention of a cpu/pg reduction for ferroscale plates. I see no reason why it shouldn't be the same as the regular plates. The high cpu/pg is a big barrier for scouts who have such limited cpu/pg already. This is a big problem since scouts stand to gain the most from ferroscale plates |
BL4CKST4R
WarRavens League of Infamy
1131
|
Posted - 2013.08.19 11:36:00 -
[242] - Quote
Rugman91 wrote:It's very disapointing to see no mention of a cpu/pg reduction for ferroscale plates. I see no reason why it shouldn't be the same as the regular plates. The high cpu/pg is a big barrier for scouts who have such limited cpu/pg already. This is a big problem since scouts stand to gain the most from ferroscale plates
He said it isn't going to happen. |
Sky Dovahkiin
WAR LIONS
3
|
Posted - 2013.08.19 13:15:00 -
[243] - Quote
Thats not a solution at all, because armor users still have to use armor repairers and have less mobility... What you should do is make all assault suits have 4 high slots for shields, easy... Youre just solving a problem by making more problems... Im gallente assault and im not happy with CCP... |
Beren Hurin
The Vanguardians
1117
|
Posted - 2013.08.19 15:15:00 -
[244] - Quote
will MLT plates keep their original value or get the new basic value? |
jace silencerww
D3M3NT3D M1NDZ
5
|
Posted - 2013.08.20 01:22:00 -
[245] - Quote
BL4CKST4R wrote:INFINITE DIVERSITY IDIC wrote:Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time...... And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari.
why not? caldari have only 130 or less armor (unless armor plates are put on). i think all suit should get 1.00 to armor repair besides logi's until ccp is able to put their logi bonus they want on them. what really stinks is snipers are screwed if they not using the charge. |
MAD MAX 514
The dyst0pian Corporation Lokun Listamenn
2
|
Posted - 2013.08.20 01:37:00 -
[246] - Quote
ccp wolfman, the game is a wash!!! heres why, first how can someone shoot me from around a corner with no line of sight? second, lvling up with armor mods and weapon mods with upgraded weapons doesn't do anything for anyone, im still getting my butt kicked by beginners with no buffs and starter gear, wth? third get rid of the forge guns and mass drivers it makes players untouchable at times and the game becomes undesirable and unplayable! fourth, raise the weekly cap, I burn through it in 3 days!!! fith, let us buy our own skill respect!!! all in all the game really sucks!!! id rather stick with section 8 which is very similar but has better game play!!!
|
BL4CKST4R
WarRavens League of Infamy
1140
|
Posted - 2013.08.20 01:40:00 -
[247] - Quote
jace silencerww wrote:BL4CKST4R wrote:INFINITE DIVERSITY IDIC wrote:Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time...... And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari. why not? caldari have only 130 or less armor (unless armor plates are put on). i think all suit should get 1.00 to armor repair besides logi's until ccp is able to put their logi bonus they want on them. what really stinks is snipers are screwed if they not using the charge.
Caldari have an extremely high shield repair, and logis should get around +2 higher armor repair than the assault counter part.
|
Mike Ace
Abandoned Privilege General Tso's Alliance
0
|
Posted - 2013.08.20 13:50:00 -
[248] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
I may sound redundant here - but having both a Caldari assault proto and a amarr sentinel as well, I notice how much more effective shield extenders are than any armour plates. It's a welcomed change but it looks like this will bring armour in line with shield...thus I don't think shields will need to be nerfed. Also if u want reactive plates to become popular remove speed penalty and make rep 1-2&3 per second respectively per grade. Also consider reducing their CPU and PG in line with regular plates.
|
FATPrincess - XOXO
Shining Flame Amarr Empire
440
|
Posted - 2013.08.21 00:09:00 -
[249] - Quote
BL4CKST4R wrote:wripple wrote:Can we please fix hit detection before we buff strafe speed? Strafe is being nerfed please read... Also hit detection and aiming all of that is being "fixed" in 1.4
Strafe speed is getting increased to 90% of run speed. Tell me how's that not a buff?
-XOXO |
BL4CKST4R
WarRavens League of Infamy
1160
|
Posted - 2013.08.21 01:43:00 -
[250] - Quote
FATPrincess - XOXO wrote:BL4CKST4R wrote:wripple wrote:Can we please fix hit detection before we buff strafe speed? Strafe is being nerfed please read... Also hit detection and aiming all of that is being "fixed" in 1.4 Strafe speed is getting increased to 90% of run speed. Tell me how's that not a buff? -XOXO
Strafe speed is 100% currently, thats a 10% nerf. |
|
Draco Cerberus
Hellstorm Inc League of Infamy
251
|
Posted - 2013.08.21 16:57:00 -
[251] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement. ... ...
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
Cheers
CCP Wolfman Please don't do this. Not everyone runs a Cal Logi, some of us have assault or even the other racial variants of the scout, heavy and logi suits. This would mean more hiding and less shooting for those people shield tanking and was already addressed when 1.3 came out on the logi suits by changing the shield recharge delay to equal the shield depleted delay on all suits not caldari logistics and while they received a similar penalty to their shield recharge delay theirs is still 2 seconds faster than depleted delay and this would not make any suit but that one particular racial variant of the logi suit any more equal to an armor tanker, yeah shield would recharge slower, but everyone that uses a shield extender seems a bit extreme. If anything it should be a stacking modifier not a overall module change. When more than one module is used stacking modifiers apply is an old and good idea. |
JONAHBENHUR
Trans Worlds Operations League of Infamy
24
|
Posted - 2013.08.21 17:33:00 -
[252] - Quote
but what about people that made thier character to run poor offensive equipment so they could have max shields and armor come on now, bad enought a caldari proto suit got a bonus 6 shields as opposed to the reload speed, which many of us used and skilled into some very questionable weapons just to take advantage of the bonus. we cant lose it all in 2 updates while amarr suits and galleinte suit keep getting better
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godhands9
Black Phoenix Mercenaries
18
|
Posted - 2013.08.21 20:14:00 -
[253] - Quote
power armor activated ...this is cool. might bring more fun to the table for fighting buffed shield guys...never need a flux again hopefully. |
Komodo Jones
Chaotik Serenity
55
|
Posted - 2013.08.22 14:16:00 -
[254] - Quote
Just made my gallente logi SOOOOOOO happy |
Mordecai Sanguine
What The French CRONOS.
5
|
Posted - 2013.08.22 18:43:00 -
[255] - Quote
Oh sh*t CCp i just LOOOOOOOOOOOOOOOOOOOOOOOOOVE you <3
I'm an Amarr Logi turned on the Armor tanking (much than shield i mean).
-After the Amarr Logi suit Buff i was like POOOOOW but now i'm ...PIDIPOOOOOW !!!!! (Tiny tina's quote anyway xD)
CCP you made logic finally !!!!!!!!!!!!!!!!!!
Armor is made for TANKING. Shields are made for MOVEMENT and tactical advantage NOT Tanking you finally noticed it !!!!!
Armor player is made for defense purpose (Slower) And Shield utits are Monsters when attacking a point because they are pretty speed and can break up a line of front really speedy (Exemple taking the inside point fast.)
Simply Love it. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
48
|
Posted - 2013.08.22 19:08:00 -
[256] - Quote
Necandi Brasil wrote: Update? When? Your kidding right?
Answer: 1.4 |
BL4CKST4R
WarRavens League of Infamy
1189
|
Posted - 2013.08.23 00:32:00 -
[257] - Quote
Mordecai Sanguine wrote:Oh sh*t CCp i just LOOOOOOOOOOOOOOOOOOOOOOOOOVE you <3
I'm an Amarr Logi turned on the Armor tanking (much than shield i mean).
-After the Amarr Logi suit Buff i was like POOOOOW but now i'm ...PIDIPOOOOOW !!!!! (Tiny tina's quote anyway xD)
CCP you made logic finally !!!!!!!!!!!!!!!!!!
Armor is made for TANKING. Shields are made for MOVEMENT and tactical advantage NOT Tanking you finally noticed it !!!!!
Armor player is made for defense purpose (Slower) And Shield utits are Monsters when attacking a point because they are pretty speed and can break up a line of front really speedy (Exemple taking the inside point fast.)
Simply Love it.
D legendary hero wrote:BL4CKST4R according to your numbers here and the fact that a militia AR does 467 dps with no mods, without proficiency and without head-shots. 110% to shield and 95% efficacy to armor. because with the bonus 1.1x every shot is actually worth 37.4 hp, we can deduce the following regarding these suits tank ability:
*note: this assumes that you are standing still and that the assailant is not missing any shots. milita Ar has 48 rounds in the clip.
CPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 945 | ISK: 91,800 | AUR: 0
553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
392/[37.4*.95] = 11.03 (round up) shots to deplete armor 392/[467 *.95] = 0.88 seconds to deplete armor
Total shots required to kill = 24 rounds. Total time to kill = 1.95 or approximately 2 seconds.
this opponent needs 24 rounds and 2 seconds of direct fire not missing a shot to take out this suit. with good timing and movement variations, including but not limited to using cover this suits survivability is extremely high.
CPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 993 | ISK: 83,355 | AUR: 0
368/[37.4*1.1] = 8.94 (round up) shots to remove 368/[467*1.1] = .716 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots required to kill = 27 rounds. Total time to kill = 2.11 or approximately 2 seconds.
the difference between this one and prior is that it requires 3 more shots to kill under the aforementioed conditions. but this is negligible don't count on those 3 shots making that big a difference.
CPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 703 | ISK: 80,385 | AUR: 0
]553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
150/[37.4*.95] = 4.22 (round up) shots to deplete armor 150/[467 *.95] = .338 seconds to deplete armor
Total shots required to kill = 17 rounds. Total time to kill = 1.4
CPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 775 | ISK: 70,530 | AUR: 0
150/[37.4*1.1] = 3.64 (round up) shots to remove 150/[467*1.1] = .291 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots to kill = 21 total time to kill = 1.7
as you can see your movement speed is proportionally decreased by the slight increase in durability you get. compared to shield tanking, you lose .36 meters per second in movement speed, to gain the ability to tank 3 more shots, or consequently survive. 2seconds longer on average.
of course these numbers only represent your ability to survive direct fire from a single milita AR without damage mods, headshots, or proficiency on the bonus 10% buff given all weapons after the first week of uprising was factored in.
these results would compare diferenctly if i were to use a HMG or scrambelr as a constant. however, as AR fire is the most common arms fire you will encounter this is a good measure of your suits durability.
According to these calculations done by D legendary hero a shield tanked suit is tankier than a armor tanked suit and these numbers are with the 1.4 armor updates included. The only way armor will ever be tanky is if a passive armor repair is added to all suits with the biggest going to the Gallente and Amarr, this is because if we have a passive repair it would make armor repairers optional and grant us the ability to use that extra slot for tank instead of forcing us to use it for repair.
BL4CKST4R wrote:At 7-9 armor repairers become completely optional, and 7-9 is high enough to be useful but low enough to not reach the same repair rates as a Caldari suit and thus a repair tool is still needed to repair at the same speed or faster. In order to repair at the same speed as a Caldari suit within a timeframe of 60 seconds we would need a repair of 23-29 HP/s.
So IMHO it should go:
A/L = Assault/Logistics
Caldari A/L - 1/3 Minmatar A/L - 3/5 Gallente A/L - 9/11 Amarr A/L - 8/10 |
Shadow of War88
0uter.Heaven
34
|
Posted - 2013.08.23 21:58:00 -
[258] - Quote
dont touch the shields fool. it aint broken, dont "fix" it. focus ur effort on vehicle stuff and quit creating more work for yourself. |
jace silencerww
D3M3NT3D M1NDZ
5
|
Posted - 2013.08.25 08:05:00 -
[259] - Quote
And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari.[/quote]
why not? caldari have only 130 or less armor (unless armor plates are put on). i think all suit should get 1.00 to armor repair besides logi's until ccp is able to put their logi bonus they want on them. what really stinks is snipers are screwed if they not using the charge. [/quote]
Caldari have an extremely high shield repair, and logis should get around +2 higher armor repair than the assault counter part. [/quote] right now maxed logis have an armor repair base rate of 5. but your idea of +3 works when ccp changes the logi bonus and caldari is shield base so why just hurt them all race should have the sheild delay longer if caldari shield get delayed. everyone forgets one flux and 2 shots milita scrambler pitsol can kill a maxed proto caldari. what happens when a caldari heavy shows up with tons of shield and one flux take over 1200 shield you will not see caldari heavy often.? i hope by then all the suits and heavy weapons are out. with the new armor buffs shield and armor will be alot closer. but i feel bad for snipers. they are getting messed up. at a height of 25m above a target and the target runs off the nature ground they disappear and at 350+m 50% of the time snipers can not see they target and another 15-20% they shoot and can not hit it bc something stop it that dont not shown up on the screen. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND
32
|
Posted - 2013.08.25 18:06:00 -
[260] - Quote
It all sounds pretty legit EXCEPT the Reactive plates. Isn't the whole purpose of reactive plates to allow for a armour repair bonus, even though just a slight one. You are completely removing armour repair at the basic level and the enhanced and complex repairrate is the same. Why not make basic 1 hp/sec, enhanced 2 hp/sec and complex 3 hp/sec ...this way there is more differenc and the Reactives won't entirely replace Armour repairers. Seriously should consider something along the lines. |
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IMMORTAL WAR HERO
Ill Omens
11
|
Posted - 2013.08.26 07:16:00 -
[261] - Quote
thank god finally improvements to movement |
Yeeeuuuupppp
DUST CORE DARKSTAR ARMY
1
|
Posted - 2013.08.26 15:46:00 -
[262] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman Why would you give the armor a buff and not the shields?
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BL4CKST4R
WarRavens League of Infamy
1261
|
Posted - 2013.08.27 10:27:00 -
[263] - Quote
Because armor was UP shields aren't. |
Dheez
STRONG-ARMED BANDITS
1
|
Posted - 2013.08.31 18:14:00 -
[264] - Quote
Still no love for scouts. Are we nothing but fodder? |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
182
|
Posted - 2013.08.31 18:48:00 -
[265] - Quote
Dheez wrote:Still no love for scouts. Are we nothing but fodder?
Scouts can't use armor? |
Garrett Blacknova
Codex Troopers
3437
|
Posted - 2013.09.02 01:30:00 -
[266] - Quote
Yeeeuuuupppp wrote:Why would you give the armor a buff and not the shields? Because at the moment, shield tanking has no penalties and armour doesn't have enough extra HP to balance its speed penalty. They weren't planning to buff shields, they were planning to NERF them. They've decided to implement the armour buff first, by itself, and see how much things change before possibly implementing the shield nerf. |
Rei Shepard
Spectre II
485
|
Posted - 2013.09.02 08:04:00 -
[267] - Quote
Garrett Blacknova wrote:Yeeeuuuupppp wrote:Why would you give the armor a buff and not the shields? Because at the moment, shield tanking has no penalties and armour doesn't have enough extra HP to balance its speed penalty. They weren't planning to buff shields, they were planning to NERF them. They've decided to implement the armour buff first, by itself, and see how much things change before possibly implementing the shield nerf.
My guess is that the whole 1 to 2 bullets exttra i can take isnt gonna do a whole lot @ 2-5 Armor Repair rate depending if i want to use a slot for that, this is going to buff those suits that can Dual Tank like the Logi's by a whole lot but will leave assaults hanging. |
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